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#pragma once
#include <cstdint>
#include <memory>
#include <typeindex>
#include <unordered_map>
#include <vector>
#include "Component.h"
namespace crepe {
/**
* \brief Manages all components
*
* This class manages all components. It provides methods to add, delete and get
* components.
*/
class ComponentManager {
public:
/**
* \brief Get the instance of the ComponentManager
*
* \return The instance of the ComponentManager
*/
static ComponentManager & get_instance();
ComponentManager(const ComponentManager &) = delete;
ComponentManager(ComponentManager &&) = delete;
ComponentManager & operator=(const ComponentManager &) = delete;
ComponentManager & operator=(ComponentManager &&) = delete;
~ComponentManager();
/**
* \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 <typename T, typename... Args>
T & add_component(uint32_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 <typename T>
void delete_components_by_id(uint32_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 <typename T>
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(uint32_t id);
/**
* \brief Delete all components
*
* This method deletes all components.
*/
void delete_all_components();
/**
* \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 <typename T>
std::vector<std::reference_wrapper<T>>
get_components_by_id(uint32_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 <typename T>
std::vector<std::reference_wrapper<T>> get_components_by_type() const;
private:
ComponentManager();
private:
/**
* \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).
*/
std::unordered_map<std::type_index,
std::vector<std::vector<std::unique_ptr<Component>>>>
components;
};
} // namespace crepe
#include "ComponentManager.hpp"
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