diff options
Diffstat (limited to 'src/crepe/api/BehaviorScript.h')
-rw-r--r-- | src/crepe/api/BehaviorScript.h | 52 |
1 files changed, 46 insertions, 6 deletions
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h index 6b1fec7..9d85d4c 100644 --- a/src/crepe/api/BehaviorScript.h +++ b/src/crepe/api/BehaviorScript.h @@ -4,29 +4,69 @@ #include "../Component.h" +#include "GameObject.h" + namespace crepe { class ScriptSystem; class ComponentManager; class Script; +/** + * \brief Script component + * + * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c + * Script. \c BehaviorScript is the only ECS component that stores member function + * implementations as data. + */ class BehaviorScript : public Component { protected: - friend class crepe::ComponentManager; - using Component::Component; - -public: - virtual ~BehaviorScript() = default; + /** + * \param id Parent \c GameObject id + * \param component_manager Reference to component manager (passed through to \c Script + * instance) + * + * \note Calls to this constructor (should) always pass through \c GameObject::add_component, + * which has an exception for this specific component type. This was done so the user does + * not have to pass references used within \c Script to each \c BehaviorScript instance. + */ + BehaviorScript(game_object_id_t id, ComponentManager & component_manager); + //! Only ComponentManager is allowed to instantiate BehaviorScript + friend class ComponentManager; public: + /** + * \brief Set the concrete script of this component + * + * \tparam T Concrete script type (derived from \c crepe::Script) + * + * \returns Reference to BehaviorScript component (`*this`) + */ template <class T> BehaviorScript & set_script(); protected: - friend class crepe::ScriptSystem; + //! Script instance std::unique_ptr<Script> script = nullptr; + //! ScriptSystem needs direct access to the script instance + friend class ScriptSystem; + +protected: + //! Reference to component manager (passed to Script) + ComponentManager & component_manager; }; +/** + * \brief Add a BehaviorScript component to this game object + * + * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a + * reference to the component manager passed to its constructor in order to function normally. + * This is because the \c BehaviorScript (and \c Script) classes are the only component-related + * classes that store implemented member functions as data. + */ +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>(); + } // namespace crepe #include "BehaviorScript.hpp" |