#pragma once #include #include "../types.h" #include "EventManager.h" namespace crepe { class ScriptSystem; class BehaviorScript; 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. * * \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 { protected: /** * \name Interface functions * \{ */ /** * \brief Script initialization function (empty by default) * * 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. */ virtual void init() {} /** * \brief Script update function (empty by default) * * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript * component holding this script instance is active. */ virtual void update() {} //! \} //! ScriptSystem calls \c init() and \c update() friend class crepe::ScriptSystem; protected: /** * \name Utility functions * \{ */ /** * \brief Get single component of type \c T on this game object * * \tparam T Type of component * * \returns Reference to component * * \throws std::runtime_error if this game object does not have a component matching type \c * T */ template T & get_component() const; // TODO: make get_component calls for component types that can have more than 1 instance // cause compile-time errors /** * \brief Get all components of type \c T on this game object * * \tparam T Type of component * * \returns List of component references */ template std::vector> get_components() const; /** * \brief Log a message using Log::logf * * \tparam Args Log::logf parameters * \param args Log::logf parameters */ template void logf(Args &&... args); /** * \brief Subscribe to an event * * \see EventManager::subscribe */ template void subscribe(const EventHandler & callback, event_channel_t channel); template void subscribe(const EventHandler & callback); //! \} private: template void subscribe_internal(const EventHandler & callback, event_channel_t channel); 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. Script() = default; //! Only \c BehaviorScript instantiates Script friend class BehaviorScript; public: // std::unique_ptr destroys script virtual ~Script(); Script(const Script &) = delete; Script(Script &&) = delete; Script & operator=(const Script &) = delete; Script & operator=(Script &&) = delete; private: /** * \name Late references * * These references are set by BehaviorScript immediately after calling the constructor of * Script. * * \{ */ //! Game object ID of game object parent BehaviorScript is attached to game_object_id_t game_object_id = -1; //! Reference to component manager instance ComponentManager * component_manager_ref = nullptr; //! Reference to event manager instance EventManager * event_manager_ref = nullptr; //! \} private: //! Flag to indicate if \c init() has been called already bool initialized = false; //! List of subscribed events std::vector listeners; }; template <> void Script::subscribe(const EventHandler & callback); template <> void Script::subscribe(const EventHandler & callback, event_channel_t) = delete; } // namespace crepe #include "Script.hpp"