#include "api/GameObject.h" #include "util/Log.h" #include "ComponentManager.h" #include "types.h" using namespace crepe; using namespace std; ComponentManager::ComponentManager() { dbg_trace(); } ComponentManager::~ComponentManager() { dbg_trace(); } void ComponentManager::delete_all_components_of_id(game_object_id_t id) { // Do not delete persistent objects if (this->persistent[id]) { return; } // Loop through all the types (in the unordered_map<>) for (auto & [type, component_array] : this->components) { // Make sure that the id (that we are looking for) is within the boundaries of the vector<> if (id < component_array.size()) { // Clear the components at this specific id component_array[id].clear(); } } } void ComponentManager::delete_all_components() { // Loop through all the types (in the unordered_map<>) for (auto & [type, component_array] : this->components) { // Loop through all the ids (in the vector<>) for (game_object_id_t id = 0; id < component_array.size(); id++) { // Do not delete persistent objects if (!this->persistent[id]) { // Clear the components at this specific id component_array[id].clear(); } } } this->next_id = 0; } GameObject ComponentManager::new_object(const string & name, const string & tag, const vec2 & position, double rotation, double scale) { // Find the first available id (taking persistent objects into account) while (this->persistent[this->next_id]) { this->next_id++; } GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; } void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { this->persistent[id] = persistent; }