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#include "api/GameObject.h"
#include "util/log.h"
#include "ComponentManager.h"
using namespace crepe;
using namespace std;
void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
// Loop through all the types (in the unordered_map<>)
for (auto & [type, componentArray] : this->components) {
// Make sure that the id (that we are looking for) is within the boundaries of the vector<>
if (id < componentArray.size()) {
// Clear the components at this specific id
componentArray[id].clear();
}
}
}
void ComponentManager::delete_all_components() {
// Clear the whole unordered_map<>
this->components.clear();
}
ComponentManager::ComponentManager() { dbg_trace(); }
ComponentManager::~ComponentManager() { dbg_trace(); }
GameObject & ComponentManager::new_object(const string & name, const string & tag, const Vector2 & position, double rotation, double scale) {
GameObject * object = new GameObject(*this, this->next_id, name, tag, position, rotation, scale);
this->objects.push_front(unique_ptr<GameObject>(object));
this->next_id++;
return *object;
}
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