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#pragma once
#include "Components.h"
#include <cstdint>
#include <unordered_map>
#include <vector>
#include <typeindex>
#include <memory>
#include <utility>
class ComponentManager {
public:
static ComponentManager& GetInstance(); //Singleton
ComponentManager(const ComponentManager&) = delete; //Singleton
ComponentManager(ComponentManager&&) = delete; //Singleton
ComponentManager& operator=(const ComponentManager&) = delete; //Singleton
ComponentManager& operator=(ComponentManager&&) = delete; //Singleton
template <typename T, typename... Args>
void AddComponent(std::uint32_t id, Args&&... args); //Add a component
//TODO: void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id
//TODO: void DeleteAllComponents(); //Deletes all components
template <typename T>
std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific id
template <typename T>
std::vector<std::pair<std::reference_wrapper<T>, std::uint32_t>> GetComponentsByType() const; //Get a vector<> of all components of a specific type
private:
static ComponentManager mInstance; //Singleton
ComponentManager(); //Singleton
/*
* The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
* The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
* The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
* The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
*/
std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> mComponents;
};
#include "ComponentManager.hpp"
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