#include "../api/GameObject.h" #include "../api/Metadata.h" #include "../types.h" #include "../util/dbg.h" #include "ComponentManager.h" using namespace crepe; using namespace std; ComponentManager::ComponentManager(Mediator & mediator) : Manager(mediator) { mediator.component_manager = *this; dbg_trace(); } ComponentManager::~ComponentManager() { dbg_trace(); } void ComponentManager::delete_all_components_of_id(game_object_id_t id) { // Do not delete persistent objects if (this->persistent[id]) { return; } // Loop through all the types (in the unordered_map<>) for (auto & [type, component_array] : this->components) { // Make sure that the id (that we are looking for) is within the boundaries of the vector<> if (id < component_array.size()) { // Clear the components at this specific id component_array[id].clear(); } } } void ComponentManager::delete_all_components() { // Loop through all the types (in the unordered_map<>) for (auto & [type, component_array] : this->components) { // Loop through all the ids (in the vector<>) for (game_object_id_t id = 0; id < component_array.size(); id++) { // Do not delete persistent objects if (!this->persistent[id]) { // Clear the components at this specific id component_array[id].clear(); } } } this->next_id = 0; } GameObject ComponentManager::new_object(const string & name, const string & tag, const vec2 & position, double rotation, double scale) { // Find the first available id (taking persistent objects into account) while (this->persistent[this->next_id]) { this->next_id++; } GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; } void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { this->persistent[id] = persistent; } set ComponentManager::get_objects_by_name(const string & name) const { return this->get_objects_by_predicate( [name](const Metadata & data) { return data.name == name; }); } set ComponentManager::get_objects_by_tag(const string & tag) const { return this->get_objects_by_predicate( [tag](const Metadata & data) { return data.tag == tag; }); } ComponentManager::Snapshot ComponentManager::save() { Snapshot snapshot{}; for (const auto & [type, by_id_index] : this->components) { for (game_object_id_t id = 0; id < by_id_index.size(); id++) { const auto & components = by_id_index[id]; for (size_t index = 0; index < components.size(); index++) { const Component & component = *components[index]; snapshot.components.push_back(SnapshotComponent{ .type = type, .id = id, .index = index, .component = component.save(), }); } } } return snapshot; } void ComponentManager::restore(const Snapshot & snapshot) { for (const SnapshotComponent & info : snapshot.components) { this->components[info.type][info.id][info.index]->restore(*info.component); } }