#pragma once #include #include "../manager/EventManager.h" #include "../manager/Mediator.h" #include "../system/CollisionSystem.h" #include "../types.h" #include "../util/OptionalRef.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(). * * \warning Concrete scripts are allowed do create a custom constructor, but the utility * functions should not be called inside the constructor as they rely on late references that * are only available after the constructor returns. * * \see feature_script */ 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 with 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 RefVector get_components() const; /** * \copydoc ComponentManager::get_components_by_id * \see ComponentManager::get_components_by_id */ template RefVector get_components_by_id(game_object_id_t id) const; /** * \copydoc ComponentManager::get_components_by_name * \see ComponentManager::get_components_by_name */ template RefVector get_components_by_name(const std::string & name) const; /** * \copydoc ComponentManager::get_components_by_tag * \see ComponentManager::get_components_by_tag */ template RefVector get_components_by_tag(const std::string & tag) 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 with an explicit channel * \see EventManager::subscribe */ template void subscribe(const EventHandler & callback, event_channel_t channel); /** * \brief Subscribe to an event on EventManager::CHANNEL_ALL * \see EventManager::subscribe */ template void subscribe(const EventHandler & callback); /** * \brief Set the next scene using SceneManager * \see SceneManager::set_next_scene */ void set_next_scene(const std::string & name); //! Retrieve SaveManager reference SaveManager & get_save_manager() const; //! \} private: /** * \brief Internal subscribe function * * This function exists so certain template specializations of Script::subscribe can be * explicitly deleted, and does the following: * - Wrap the user-provided callback in a check that tests if the parent BehaviorScript * component is still active * - Store the subscriber handle returned by the event manager so this listener is * automatically unsubscribed at the end of this Script instance's life * * \tparam EventType concrete Event class * \param callback User-provided callback function * \param channel Event channel (may have been overridden by template specializations) */ template void subscribe_internal(const EventHandler & callback, event_channel_t channel); protected: // NOTE: This must be the only constructor on Script, see "Late references" below Script() = default; //! Only \c BehaviorScript instantiates Script friend class BehaviorScript; public: // std::unique_ptr destroys script virtual ~Script(); private: 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. * * \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 if they want to * implement a non-default constructor (e.g. for passing references to their own concrete * Script classes). * * \{ */ //! Game object ID of game object parent BehaviorScript is attached to game_object_id_t game_object_id; //! Reference to parent component OptionalRef active; //! Mediator reference OptionalRef mediator; //! \} private: //! Flag to indicate if \c init() has been called already bool initialized = false; //! List of subscribed events std::vector listeners; }; /** * \brief Subscribe to CollisionEvent for the current GameObject * * This is a template specialization for Script::subscribe which automatically sets the event * channel so the callback handler is only called for CollisionEvent events that apply to the * current GameObject the parent BehaviorScript is attached to. */ template <> void Script::subscribe(const EventHandler & callback); template <> void Script::subscribe(const EventHandler & callback, event_channel_t) = delete; } // namespace crepe #include "Script.hpp"