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#pragma once
#include <memory>
#include "types.h"
namespace crepe {
class ComponentManager;
/**
* \brief Base class for all components
*
* This class is the base class for all components. It provides a common interface for all
* components.
*/
class Component {
public:
//! Whether the component is active
bool active = true;
/**
* \brief The id of the GameObject this component belongs to
*
* \note Only systems are supposed to use this member, but since friend
* relations aren't inherited this needs to be public.
*/
const game_object_id_t game_object_id;
protected:
/**
* \param id The id of the GameObject this component belongs to
*/
Component(game_object_id_t id);
//! Only ComponentManager can create components
friend class ComponentManager;
// components are never moved
Component(Component &&) = delete;
virtual Component & operator=(Component &&) = delete;
protected:
/**
* \name ReplayManager (Memento) functions
* \{
*/
/**
* \brief Save a snapshot of this component's state
* \note This function should only be implemented on components that should be saved/restored
* by ReplayManager.
* \returns Unique pointer to a deep copy of this component
*/
virtual std::unique_ptr<Component> save() const;
//! Copy constructor (used by \c save())
Component(const Component &) = default;
/**
* \brief Restore this component from a snapshot
* \param snapshot Data to fill this component with (as returned by \c save())
*/
virtual void restore(const Component & snapshot);
//! Copy assignment operator (used by \c restore())
virtual Component & operator=(const Component &);
//! \}
public:
virtual ~Component() = default;
public:
/**
* \brief Get the maximum number of instances for this component
*
* This method returns -1 by default, which means that there is no limit for the number of
* instances. Concrete components can override this method to set a limit.
*
* \return The maximum number of instances for this component
*/
virtual int get_instances_max() const { return -1; }
};
} // namespace crepe
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