diff options
Diffstat (limited to 'src/crepe/api/Script.h')
-rw-r--r-- | src/crepe/api/Script.h | 222 |
1 files changed, 209 insertions, 13 deletions
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 49e625f..65306cd 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -2,37 +2,233 @@ #include <vector> -namespace crepe { -class ScriptSystem; -} +#include "../api/KeyCodes.h" +#include "../manager/EventManager.h" +#include "../manager/Mediator.h" +#include "../system/CollisionSystem.h" +#include "../types.h" +#include "../util/OptionalRef.h" namespace crepe { +class ScriptSystem; class BehaviorScript; +class ComponentManager; +/** + * \brief Script interface + * + * This class is used as a base class for user-defined scripts that can be added to game + * objects using the \c BehaviorScript component. + * + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * member or lambda methods in derivative user script classes and registered in \c init(). + * + * \warning Concrete scripts are allowed do create a custom constructor, but the utility + * functions should not be called inside the constructor as they rely on late references that + * are only available after the constructor returns. + * + * \see feature_script + */ class Script { - friend class crepe::ScriptSystem; - protected: + /** + * \name Interface functions + * \{ + */ + /** + * \brief Script initialization function (empty by default) + * + * This function is called during the ScriptSystem::update() routine *before* + * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component + * holding this script instance is active. + */ virtual void init() {} + /** + * \brief Script update function (empty by default) + * + * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript + * component holding this script instance is active. + */ virtual void update() {} - // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be - // implemented as member methods in derivative user script classes and - // registered in init(), otherwise this class will balloon in size with each - // added event. + //! \} + + //! ScriptSystem calls \c init() and \c update() + friend class crepe::ScriptSystem; protected: + /** + * \name Utility functions + * \{ + */ + + /** + * \brief Get single component of type \c T on this game object + * + * \tparam T Type of component + * + * \returns Reference to component + * + * \throws std::runtime_error if this game object does not have a component with type \c T + */ + template <typename T> + T & get_component() const; + // TODO: make get_component calls for component types that can have more than 1 instance + // cause compile-time errors + + /** + * \brief Get all components of type \c T on this game object + * + * \tparam T Type of component + * + * \returns List of component references + */ template <typename T> - T & get_component(); + RefVector<T> get_components() const; + /** + * \copydoc ComponentManager::get_components_by_id + * \see ComponentManager::get_components_by_id + */ template <typename T> - std::vector<std::reference_wrapper<T>> get_components(); + RefVector<T> get_components_by_id(game_object_id_t id) const; + /** + * \copydoc ComponentManager::get_components_by_name + * \see ComponentManager::get_components_by_name + */ + template <typename T> + RefVector<T> get_components_by_name(const std::string & name) const; + /** + * \copydoc ComponentManager::get_components_by_tag + * \see ComponentManager::get_components_by_tag + */ + template <typename T> + RefVector<T> get_components_by_tag(const std::string & tag) const; + + /** + * \brief Log a message using Log::logf + * + * \tparam Args Log::logf parameters + * \param args Log::logf parameters + */ + template <typename... Args> + void logf(Args &&... args); + + /** + * \brief Subscribe to an event with an explicit channel + * \see EventManager::subscribe + */ + template <typename EventType> + void subscribe(const EventHandler<EventType> & callback, event_channel_t channel); + /** + * \brief Subscribe to an event on EventManager::CHANNEL_ALL + * \see EventManager::subscribe + */ + template <typename EventType> + void subscribe(const EventHandler<EventType> & callback); + + /** + * \brief Set the next scene using SceneManager + * \see SceneManager::set_next_scene + */ + void set_next_scene(const std::string & name); + + //! Retrieve SaveManager reference + SaveManager & get_save_manager() const; + /** + * \brief Utility function to retrieve the keyboard state + * \see SDLContext::get_keyboard_state + * + * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed) + * + */ + const keyboard_state_t & get_keyboard_state() const; + /** + * \brief Utility function to retrieve a single key state. + * \see SDLContext::get_keyboard_state + * + * \return Keycode state (true if pressed, false if not pressed). + * + */ + bool get_key_state(Keycode key) const noexcept; + //! \} private: - friend class crepe::BehaviorScript; - BehaviorScript * parent = nullptr; + /** + * \brief Internal subscribe function + * + * This function exists so certain template specializations of Script::subscribe can be + * explicitly deleted, and does the following: + * - Wrap the user-provided callback in a check that tests if the parent BehaviorScript + * component is still active + * - Store the subscriber handle returned by the event manager so this listener is + * automatically unsubscribed at the end of this Script instance's life + * + * \tparam EventType concrete Event class + * \param callback User-provided callback function + * \param channel Event channel (may have been overridden by template specializations) + */ + template <typename EventType> + void subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel); + +protected: + // NOTE: This must be the only constructor on Script, see "Late references" below + Script() = default; + //! Only \c BehaviorScript instantiates Script + friend class BehaviorScript; + +public: + // std::unique_ptr destroys script + virtual ~Script(); + +private: + Script(const Script &) = delete; + Script(Script &&) = delete; + Script & operator=(const Script &) = delete; + Script & operator=(Script &&) = delete; + +private: + /** + * \name Late references + * + * These references are set by BehaviorScript immediately after calling the constructor of + * Script. + * + * \note Script must have a constructor without arguments so the game programmer doesn't need + * to manually add `using Script::Script` to their concrete script class if they want to + * implement a non-default constructor (e.g. for passing references to their own concrete + * Script classes). + * + * \{ + */ + //! Game object ID of game object parent BehaviorScript is attached to + game_object_id_t game_object_id; + //! Reference to parent component + OptionalRef<bool> active; + //! Mediator reference + OptionalRef<Mediator> mediator; + //! \} + +private: + //! Flag to indicate if \c init() has been called already + bool initialized = false; + //! List of subscribed events + std::vector<subscription_t> listeners; }; +/** + * \brief Subscribe to CollisionEvent for the current GameObject + * + * This is a template specialization for Script::subscribe which automatically sets the event + * channel so the callback handler is only called for CollisionEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<CollisionEvent> & callback); +template <> +void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t) + = delete; + } // namespace crepe #include "Script.hpp" |