#pragma once #include #include #include #include #include #include "Component.h" namespace crepe { /** * \brief Manages all components * * This class manages all components. It provides methods to add, delete and get * components. */ class ComponentManager { public: /** * \brief Get the instance of the ComponentManager * * \return The instance of the ComponentManager */ static ComponentManager & get_instance(); ComponentManager(const ComponentManager &) = delete; ComponentManager(ComponentManager &&) = delete; ComponentManager & operator=(const ComponentManager &) = delete; ComponentManager & operator=(ComponentManager &&) = delete; ~ComponentManager(); /** * \brief Add a component to the ComponentManager * * This method adds a component to the ComponentManager. The component is * created with the given arguments and added to the ComponentManager. * * \tparam T The type of the component * \tparam Args The types of the arguments * \param id The id of the GameObject this component belongs to * \param args The arguments to create the component * \return The created component */ template T & add_component(uint32_t id, Args &&... args); /** * \brief Delete all components of a specific type and id * * This method deletes all components of a specific type and id. * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to */ template void delete_components_by_id(uint32_t id); /** * \brief Delete all components of a specific type * * This method deletes all components of a specific type. * * \tparam T The type of the component */ template void delete_components(); /** * \brief Delete all components of a specific id * * This method deletes all components of a specific id. * * \param id The id of the GameObject this component belongs to */ void delete_all_components_of_id(uint32_t id); /** * \brief Delete all components * * This method deletes all components. */ void delete_all_components(); /** * \brief Get all components of a specific type and id * * This method gets all components of a specific type and id. * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to * \return A vector of all components of the specific type and id */ template std::vector> get_components_by_id(uint32_t id) const; /** * \brief Get all components of a specific type * * This method gets all components of a specific type. * * \tparam T The type of the component * \return A vector of all components of the specific type */ template std::vector> get_components_by_type() const; private: ComponentManager(); private: /** * \brief The components * * This unordered_map stores all components. The key is the type of the * component and the value is a vector of vectors of unique pointers to the * components. * Every component type has its own vector of vectors of unique pointers to * the components. The first vector is for the ids of the GameObjects and the * second vector is for the components (because a GameObject might have multiple * components). */ std::unordered_map>>> components; }; } // namespace crepe #include "ComponentManager.hpp"