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-rw-r--r--src/crepe/ComponentManager.h45
-rw-r--r--src/crepe/api/BehaviorScript.h37
-rw-r--r--src/crepe/api/BehaviorScript.hpp2
-rw-r--r--src/crepe/api/LoopManager.cpp2
-rw-r--r--src/crepe/api/LoopManager.h26
-rw-r--r--src/crepe/api/Scene.h8
-rw-r--r--src/crepe/api/Script.h44
-rw-r--r--src/crepe/api/Script.hpp3
-rw-r--r--src/crepe/system/ParticleSystem.h2
-rw-r--r--src/crepe/system/ScriptSystem.cpp5
10 files changed, 106 insertions, 68 deletions
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h
index 99d45d9..2107453 100644
--- a/src/crepe/ComponentManager.h
+++ b/src/crepe/ComponentManager.h
@@ -1,6 +1,5 @@
#pragma once
-#include <forward_list>
#include <memory>
#include <typeindex>
#include <unordered_map>
@@ -20,12 +19,41 @@ class GameObject;
* This class manages all components. It provides methods to add, delete and get components.
*/
class ComponentManager {
+ // TODO: This relation should be removed! I (loek) believe that the scene manager should
+ // create/destroy components because the GameObject's are stored in concrete Scene classes,
+ // which will in turn call GameObject's destructor, which will in turn call
+ // ComponentManager::delete_components_by_id or something. This is a pretty major change, so
+ // here is a comment and temporary fix instead :tada:
+ friend class SceneManager;
+
public:
ComponentManager(); // dbg_trace
~ComponentManager(); // dbg_trace
+ /**
+ * \brief Create a new game object using the component manager
+ *
+ * \param name Metadata::name (required)
+ * \param tag Metadata::tag (optional, empty by default)
+ * \param position Transform::position (optional, origin by default)
+ * \param rotation Transform::rotation (optional, 0 by default)
+ * \param scale Transform::scale (optional, 1 by default)
+ *
+ * \returns GameObject interface
+ *
+ * \note This method automatically assigns a new entity ID
+ */
+ GameObject new_object(const std::string & name, const std::string & tag = "",
+ const Vector2 & position = {0, 0}, double rotation = 0,
+ double scale = 1);
+
protected:
/**
+ * GameObject is used as an interface to add/remove components, and the game programmer is
+ * supposed to use it instead of interfacing with the component manager directly.
+ */
+ friend class GameObject;
+ /**
* \brief Add a component to the ComponentManager
*
* This method adds a component to the ComponentManager. The component is created with the
@@ -39,11 +67,6 @@ protected:
*/
template <typename T, typename... Args>
T & add_component(game_object_id_t id, Args &&... args);
- //! GameObject is used as an interface to add components instead of the
- // component manager directly
- friend class GameObject;
-
-public:
/**
* \brief Delete all components of a specific type and id
*
@@ -77,6 +100,8 @@ public:
* This method deletes all components.
*/
void delete_all_components();
+
+public:
/**
* \brief Get all components of a specific type and id
*
@@ -99,11 +124,6 @@ public:
template <typename T>
std::vector<std::reference_wrapper<T>> get_components_by_type() const;
- // TODO: doxygen
- GameObject new_object(const std::string & name, const std::string & tag = "",
- const Vector2 & position = {0, 0}, double rotation = 0,
- double scale = 0);
-
private:
/**
* \brief The components
@@ -118,9 +138,8 @@ private:
std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>>
components;
- //! ID of next GameObject
+ //! ID of next GameObject allocated by \c ComponentManager::new_object
game_object_id_t next_id = 0;
- std::forward_list<std::unique_ptr<GameObject>> objects;
};
} // namespace crepe
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h
index f7d484a..9d85d4c 100644
--- a/src/crepe/api/BehaviorScript.h
+++ b/src/crepe/api/BehaviorScript.h
@@ -15,12 +15,21 @@ 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.
+ * 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:
+ /**
+ * \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;
@@ -37,27 +46,23 @@ public:
BehaviorScript & set_script();
protected:
- //! ScriptSystem needs direct access to the script instance
- friend class ScriptSystem;
- //! Flag to indicate if script->init() has been called already
- bool initialized = false;
//! Script instance
std::unique_ptr<Script> script = nullptr;
- //! Reference to component manager
+ //! ScriptSystem needs direct access to the script instance
+ friend class ScriptSystem;
+
+protected:
+ //! Reference to component manager (passed to Script)
ComponentManager & component_manager;
- //! Script accesses the component manager directly via its parent
- // (BehaviorScript) reference
- friend class Script;
};
/**
* \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.
+ * 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>();
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index eec26da..d80321d 100644
--- a/src/crepe/api/BehaviorScript.hpp
+++ b/src/crepe/api/BehaviorScript.hpp
@@ -14,7 +14,7 @@ BehaviorScript & BehaviorScript::set_script() {
dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
Script * s = new T();
- s->parent_ref = this;
+ s->game_object_id = this->game_object_id;
s->component_manager_ref = &this->component_manager;
this->script = std::unique_ptr<Script>(s);
return *this;
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 6303e2b..a64366f 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -22,8 +22,6 @@ LoopManager::LoopManager() {
this->load_system<ScriptSystem>();
}
-ComponentManager & LoopManager::get_component_manager() { return this->component_manager; }
-
void LoopManager::process_input() {
SDLContext::get_instance().handle_events(this->game_running);
}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 288dca2..f6904be 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -68,18 +68,32 @@ private:
bool game_running = false;
-protected:
- ComponentManager & get_component_manager();
- template <class T>
- T & get_system();
-
private:
+ //! Component manager instance
ComponentManager component_manager{};
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
private:
+ /**
+ * \brief Collection of System instances
+ *
+ * This map holds System instances indexed by the system's class typeid. It is filled in the
+ * constructor of \c LoopManager using LoopManager::load_system.
+ */
+ std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
+ /**
+ * \brief Initialize a system
+ * \tparam T System type (must be derivative of \c System)
+ */
template <class T>
void load_system();
+ /**
+ * \brief Retrieve a reference to ECS system
+ * \tparam T System type
+ * \returns Reference to system instance
+ * \throws std::runtime_error if the System is not initialized
+ */
+ template <class T>
+ T & get_system();
};
} // namespace crepe
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 334f306..422fffb 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -4,16 +4,18 @@
namespace crepe {
+class SceneManager;
class ComponentManager;
class Scene {
-public:
+protected:
Scene(ComponentManager & mgr, const std::string & name);
+ friend class SceneManager;
+public:
virtual ~Scene() = default;
- virtual void load_scene() = 0;
-
public:
+ virtual void load_scene() = 0;
const std::string name;
protected:
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 12ec7f1..1435581 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,6 +2,8 @@
#include <vector>
+#include "../types.h"
+
namespace crepe {
class ScriptSystem;
@@ -11,32 +13,31 @@ 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.
+ * 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().
*/
class Script {
- //! ScriptSystem calls \c update()
- friend class crepe::ScriptSystem;
-
protected:
/**
* \brief Script initialization function
*
* 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.
+ * 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
*
- * This function is called during the ScriptSystem::update() routine if the
- * \c BehaviorScript component holding this script instance is active.
+ * 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:
/**
@@ -46,8 +47,7 @@ protected:
*
* \returns Reference to component
*
- * \throws nullptr if this game object does not have a component matching
- * type \c T
+ * \throws nullptr if this game object does not have a component matching type \c T
*/
template <typename T>
T & get_component() const;
@@ -63,18 +63,22 @@ protected:
std::vector<std::reference_wrapper<T>> get_components() const;
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: 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.
Script() = default;
//! Only \c BehaviorScript instantiates Script
friend class BehaviorScript;
private:
- // These references are set by BehaviorScript immediately after calling the
- // constructor of Script.
- BehaviorScript * parent_ref = nullptr;
+ // These references are set by BehaviorScript immediately after calling the constructor of
+ // Script.
+ game_object_id_t game_object_id = -1;
ComponentManager * component_manager_ref = nullptr;
+ // TODO: use OptionalRef instead of pointer
+
+private:
+ //! Flag to indicate if \c init() has been called already
+ bool initialized = false;
};
} // namespace crepe
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index c4e07e8..a064a90 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -20,10 +20,9 @@ T & Script::get_component() const {
template <typename T>
std::vector<std::reference_wrapper<T>> Script::get_components() const {
- auto & parent = *this->parent_ref;
auto & mgr = *this->component_manager_ref;
- return mgr.get_components_by_id<T>(parent.game_object_id);
+ return mgr.get_components_by_id<T>(this->game_object_id);
}
} // namespace crepe
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 0a2dde1..c647284 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -4,8 +4,6 @@
#include "System.h"
-#include "System.h"
-
namespace crepe {
class ParticleEmitter;
diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp
index f4a826b..c4d724c 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -18,10 +18,9 @@ void ScriptSystem::update() {
for (auto & script_ref : scripts) {
Script & script = script_ref.get();
- BehaviorScript & component = *script.parent_ref;
- if (!component.initialized) {
+ if (!script.initialized) {
script.init();
- component.initialized = true;
+ script.initialized = true;
}
script.update();
}