#pragma once #include #include "../api/KeyCodes.h" #include "../manager/EventManager.h" #include "../manager/Mediator.h" #include "../manager/ReplayManager.h" #include "../system/CollisionSystem.h" #include "../types.h" #include "../util/Log.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 Component query functions * \see ComponentManager * \{ */ /** * \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; /** * \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 template RefVector get_components_by_id(game_object_id_t id) const; //! \copydoc ComponentManager::get_components_by_name template RefVector get_components_by_name(const std::string & name) const; //! \copydoc ComponentManager::get_components_by_tag template RefVector get_components_by_tag(const std::string & tag) const; //! \} /** * \name Logging functions * \see Log * \{ */ //! \copydoc Log::logf template void logf(const Log::Level & level, std::format_string fmt, Args &&... args); //! \copydoc Log::logf template void logf(std::format_string fmt, Args &&... args); // \} /** * \name Event manager functions * \see EventManager * \{ */ //! \copydoc EventManager::subscribe template void subscribe(const EventHandler & callback, event_channel_t channel); //! \copydoc EventManager::subscribe template void subscribe(const EventHandler & callback); //! \copydoc EventManager::trigger_event template void trigger_event(const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL); //! \copydoc EventManager::queue_event template void queue_event(const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL); //! \} /** * \name Scene-related functions * \see SceneManager * \{ */ //! \copydoc SceneManager::set_next_scene void set_next_scene(const std::string & name); //! \} /** * \name Save data management functions * \see SaveManager * \{ */ //! Retrieve SaveManager reference SaveManager & get_save_manager() const; //! \} //! Replay management functions struct replay { // NOLINT //! \copydoc ReplayManager::record_start void record_start(); //! \copydoc ReplayManager::record_end recording_t record_end(); //! \copydoc ReplayManager::play void play(recording_t); //! \copydoc ReplayManager::release void release(recording_t); private: OptionalRef & mediator; replay(OptionalRef & mediator) : mediator(mediator) {} friend class Script; } replay{mediator}; /** * \brief Utility function to retrieve the keyboard state * \see SDLContext::get_keyboard_state * * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed) * */ const keyboard_state_t & get_keyboard_state() const; /** * \brief Utility function to retrieve a single key state. * \see SDLContext::get_keyboard_state * * \return Keycode state (true if pressed, false if not pressed). * */ bool get_key_state(Keycode key) const noexcept; 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"