#pragma once #include #include "types.h" namespace crepe { class Mediator; class Transform; class Metadata; /** * \brief Represents a GameObject * * This class represents a GameObject. The GameObject class is only used as an interface for * the game programmer. The actual implementation is done in the ComponentManager. */ class GameObject { private: /** * This constructor creates a new GameObject. It creates a new Transform and Metadata * component and adds them to the ComponentManager. * * \param mediator Reference to mediator * \param id The id of the GameObject * \param name The name of the GameObject * \param tag The tag of the GameObject * \param position The position of the GameObject * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ GameObject( Mediator & mediator, game_object_id_t id, const std::string & name, const std::string & tag, const vec2 & position, double rotation, double scale ); //! ComponentManager instances GameObject friend class ComponentManager; protected: GameObject(GameObject &&) = default; GameObject(const GameObject &) = delete; GameObject & operator=(const GameObject &) = delete; GameObject & operator=(GameObject &&) = delete; public: //! The id of the GameObject const game_object_id_t id; //! This entity's transform Transform & transform; //! This entity's metadata Metadata & metadata; public: /** * \brief Set the parent of this GameObject * * This method sets the parent of this GameObject. It sets the parent in the Metadata * component of this GameObject and adds this GameObject to the children list of the parent * GameObject. * * \param parent The parent GameObject */ void set_parent(const GameObject & parent); /** * \brief Add a component to the GameObject * * This method adds a component to the GameObject. It forwards the arguments to the * ComponentManager. * * \tparam T The type of the component * \tparam Args The types of the arguments * \param args The arguments to create the component * \return The created component */ template T & add_component(Args &&... args); /** * \brief Components will not be deleted if this method is called * * This method sets the persistent flag of the GameObject to true. If the persistent * flag is set to true, the GameObject will not be deleted when the scene is changed. * * \param persistent The persistent flag */ void set_persistent(bool persistent = true); protected: Mediator & mediator; }; } // namespace crepe #include "GameObject.hpp"