diff options
Diffstat (limited to 'src/crepe/api')
-rw-r--r-- | src/crepe/api/BehaviorScript.hpp | 5 | ||||
-rw-r--r-- | src/crepe/api/Event.h | 6 | ||||
-rw-r--r-- | src/crepe/api/EventManager.h | 4 | ||||
-rw-r--r-- | src/crepe/api/Script.cpp | 4 | ||||
-rw-r--r-- | src/crepe/api/Script.h | 47 | ||||
-rw-r--r-- | src/crepe/api/Script.hpp | 8 |
6 files changed, 61 insertions, 13 deletions
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index dd197b3..5b5a418 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -14,9 +14,12 @@ BehaviorScript & BehaviorScript::set_script(Args &&... args) { dbg_trace(); static_assert(std::is_base_of<Script, T>::value); Script * s = new T(std::forward<Args>(args)...); - s->game_object_id = this->game_object_id; + + s->game_object_id_ref = &this->game_object_id; + s->active_ref = &this->active; s->component_manager_ref = &this->component_manager; s->event_manager_ref = &EventManager::get_instance(); + this->script = std::unique_ptr<Script>(s); return *this; } diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index 9923a05..c1432e1 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -1,5 +1,5 @@ -// TODO discussing the location of these events #pragma once +// TODO discussing the location of these events #include <string> @@ -7,6 +7,8 @@ #include "KeyCodes.h" +namespace crepe { + /** * \brief Base class for all event types in the system. */ @@ -113,3 +115,5 @@ public: * \brief Event triggered to indicate the application is shutting down. */ class ShutDownEvent : public Event {}; + +} diff --git a/src/crepe/api/EventManager.h b/src/crepe/api/EventManager.h index 348a04d..1a33023 100644 --- a/src/crepe/api/EventManager.h +++ b/src/crepe/api/EventManager.h @@ -77,7 +77,7 @@ public: * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). */ template <typename EventType> - void trigger_event(const EventType & event, event_channel_t channel = CHANNEL_ALL); + void trigger_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); /** * \brief Queue an event for later processing. @@ -89,7 +89,7 @@ public: * \param channel The channel to associate with the event (default is CHANNEL_ALL). */ template <typename EventType> - void queue_event(const EventType & event, event_channel_t channel = CHANNEL_ALL); + void queue_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); /** * \brief Process all queued events. diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index bac5ab2..d3fae07 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -11,5 +11,7 @@ Script::~Script() { template <> void Script::subscribe(const EventHandler<CollisionEvent> & callback) { - this->subscribe_internal(callback, this->game_object_id); + const game_object_id_t & game_object_id = *this->game_object_id_ref; + this->subscribe_internal(callback, game_object_id); } + diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 2d5e7a6..373b253 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -18,8 +18,10 @@ class ComponentManager; * 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 + * \info 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(). + * + * \see feature_script */ class Script { protected: @@ -88,24 +90,40 @@ protected: void logf(Args &&... args); /** - * \brief Subscribe to an event - * + * \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); //! \} private: + /** + * \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: 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. + // NOTE: This must be the only constructor on Script, see "Late references" below Script() = default; //! Only \c BehaviorScript instantiates Script friend class BehaviorScript; @@ -113,6 +131,7 @@ public: // std::unique_ptr destroys script virtual ~Script(); +private: Script(const Script &) = delete; Script(Script &&) = delete; Script & operator=(const Script &) = delete; @@ -125,10 +144,19 @@ private: * 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). + * + * \todo These should be converted to OptionalRef<> once `loek/util` is merged + * * \{ */ //! Game object ID of game object parent BehaviorScript is attached to - game_object_id_t game_object_id = -1; + const game_object_id_t * game_object_id_ref = nullptr; + //! Reference to parent component + bool * active_ref = nullptr; //! Reference to component manager instance ComponentManager * component_manager_ref = nullptr; //! Reference to event manager instance @@ -142,6 +170,13 @@ private: 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 <> diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index 96e4a36..8186bd4 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -22,7 +22,7 @@ template <typename T> std::vector<std::reference_wrapper<T>> Script::get_components() const { ComponentManager & mgr = *this->component_manager_ref; - return mgr.get_components_by_id<T>(this->game_object_id); + return mgr.get_components_by_id<T>(*this->game_object_id_ref); } template <typename... Args> @@ -33,7 +33,11 @@ void Script::logf(Args &&... args) { template <typename EventType> void Script::subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel) { EventManager & mgr = *this->event_manager_ref; - subscription_t listener = mgr.subscribe<EventType>(callback, channel); + subscription_t listener = mgr.subscribe<EventType>([this, callback](const EventType & data) -> bool { + bool & active = *this->active_ref; + if (!active) return false; + return callback(data); + }, channel); this->listeners.push_back(listener); } |