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#pragma once
#include <cstdint>
#include <memory>
#include <typeindex>
#include <unordered_map>
#include <utility>
#include <vector>
#include "Components.h"
namespace crepe {
class ComponentManager {
public:
// Singleton
static ComponentManager & get_instance();
ComponentManager(const ComponentManager &) = delete;
ComponentManager(ComponentManager &&) = delete;
ComponentManager & operator=(const ComponentManager &) = delete;
ComponentManager & operator=(ComponentManager &&) = delete;
public:
//! Add a component of a specific type
template <typename T, typename... Args> void AddComponent(std::uint32_t id, Args &&... args);
//! Deletes all components of a specific type and id
template <typename T> void DeleteComponentsById(std::uint32_t id);
//! Deletes all components of a specific type
template <typename T> void DeleteComponents();
//! Deletes all components of a specific id
void DeleteAllComponentsOfId(std::uint32_t id);
//! Deletes all components
void DeleteAllComponents();
//! Get a vector<> of all components at specific type and id
template <typename T> std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const;
//! Get a vector<> of all components of a specific type
template <typename T> std::vector<std::reference_wrapper<T>> GetComponentsByType() const;
private:
ComponentManager() = default;
/*
* 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>>>> components;
};
}
// #include "ComponentManager.hpp"
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