#pragma once #include #include namespace crepe { class Point; /** * \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 { public: /** * This constructor creates a new GameObject. It creates a new * Transform and Metadata component and adds them to the ComponentManager. * * \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(uint32_t id, std::string name, std::string tag, const Point & position, double rotation, double scale); /** * \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); public: //! The id of the GameObject uint32_t id; }; } // namespace crepe #include "GameObject.hpp"