#pragma once #include #include #include #include #include #include "../Component.h" #include "../types.h" #include "Manager.h" namespace crepe { class GameObject; /** * \brief Manages all components * * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager : public Manager { // TODO: This relation should be removed! I (loek) believe that the scene manager should // create/destroy components because the GameObject's are stored in concrete Scene classes, // which will in turn call GameObject's destructor, which will in turn call // ComponentManager::delete_components_by_id or something. This is a pretty major change, so // here is a comment and temporary fix instead :tada: friend class SceneManager; public: ComponentManager(Mediator & mediator); ~ComponentManager(); // dbg_trace /** * \brief Create a new game object using the component manager * * \param name Metadata::name (required) * \param tag Metadata::tag (optional, empty by default) * \param position Transform::position (optional, origin by default) * \param rotation Transform::rotation (optional, 0 by default) * \param scale Transform::scale (optional, 1 by default) * * \returns GameObject interface * * \note This method automatically assigns a new entity ID */ GameObject new_object(const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, double rotation = 0, double scale = 1); protected: /** * GameObject is used as an interface to add/remove components, and the game programmer is * supposed to use it instead of interfacing with the component manager directly. */ friend class GameObject; /** * \brief Add a component to the ComponentManager * * This method adds a component to the ComponentManager. The component is created with the * given arguments and added to the ComponentManager. * * \tparam T The type of the component * \tparam Args The types of the arguments * \param id The id of the GameObject this component belongs to * \param args The arguments to create the component * \return The created component */ template T & add_component(game_object_id_t id, Args &&... args); /** * \brief Delete all components of a specific type and id * * This method deletes all components of a specific type and id. * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to */ template void delete_components_by_id(game_object_id_t id); /** * \brief Delete all components of a specific type * * This method deletes all components of a specific type. * * \tparam T The type of the component */ template void delete_components(); /** * \brief Delete all components of a specific id * * This method deletes all components of a specific id. * * \param id The id of the GameObject this component belongs to */ void delete_all_components_of_id(game_object_id_t id); /** * \brief Delete all components * * This method deletes all components. */ void delete_all_components(); /** * \brief Set a GameObject as persistent * * This method sets a GameObject as persistent. If a GameObject is persistent, its * components will not be deleted. * * \param id The id of the GameObject to set as persistent * \param persistent The persistent flag */ void set_persistent(game_object_id_t id, bool persistent); public: /** * \brief Get all components of a specific type and id * * This method gets all components of a specific type and id. * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to * \return A vector of all components of the specific type and id */ template RefVector get_components_by_id(game_object_id_t id) const; /** * \brief Get all components of a specific type * * This method gets all components of a specific type. * * \tparam T The type of the component * \return A vector of all components of the specific type */ template RefVector get_components_by_type() const; /** * \brief Get all components of a specific type on a GameObject with name \c name * * \tparam T The type of the component * \param name Metadata::name for the same game_object_id as the returned components * \return Components matching criteria */ template RefVector get_components_by_name(const std::string & name) const; /** * \brief Get all components of a specific type on a GameObject with tag \c tag * * \tparam T The type of the component * \param name Metadata::tag for the same game_object_id as the returned components * \return Components matching criteria */ template RefVector get_components_by_tag(const std::string & tag) const; private: /** * \brief Get object IDs by predicate function * * This function calls the predicate function \c pred for all components matching type \c T, * and adds their parent game_object_id to a \c std::set if the predicate returns true. * * \tparam T The type of the component to check the predicate against * \param pred Predicate function * * \note The predicate function may be called for multiple components with the same \c * game_object_id. In this case, the ID is added if *any* call returns \c true. * * \returns game_object_id for all components where the predicate returned true */ template std::set get_objects_by_predicate(const std::function & pred) const; /** * \brief Get components of type \c T for multiple game object IDs * * \tparam T The type of the components to return * \param ids The object IDs * * \return All components matching type \c T and one of the IDs in \c ids */ template RefVector get_components_by_ids(const std::set & ids) const; /** * \brief Get object IDs for objects with name \c name * * \param name Object name to match * \returns Object IDs where Metadata::name is equal to \c name */ std::set get_objects_by_name(const std::string & name) const; /** * \brief Get object IDs for objects with tag \c tag * * \param tag Object tag to match * \returns Object IDs where Metadata::tag is equal to \c tag */ std::set get_objects_by_tag(const std::string & tag) const; private: //! By Component \c std::type_index (readability helper type) template using by_type = std::unordered_map; //! By \c game_object_id index (readability helper type) template using by_id_index = std::vector; /** * \brief The components * * This unordered_map stores all components. The key is the type of the component and the * value is a vector of vectors of unique pointers to the components. * * Every component type has its own vector of vectors of unique pointers to the components. * The first vector is for the ids of the GameObjects and the second vector is for the * components (because a GameObject might have multiple components). */ by_type>>> components; //! Persistent flag for each GameObject std::unordered_map persistent; //! ID of next GameObject allocated by \c ComponentManager::new_object game_object_id_t next_id = 0; }; } // namespace crepe #include "ComponentManager.hpp"