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#pragma once
#include <forward_list>
#include <memory>
#include <typeindex>
#include <unordered_map>
#include <vector>
#include "api/Vector2.h"
#include "Component.h"
namespace crepe {
class GameObject;
/**
* \brief Manages all components
*
* This class manages all components. It provides methods to add, delete and get components.
*/
class ComponentManager {
public:
ComponentManager(); // dbg_trace
~ComponentManager(); // dbg_trace
protected:
/**
* \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(game_object_id_t id, Args &&... args);
//! GameObject is used as an interface to add components instead of the
// component manager directly
friend class GameObject;
public:
/**
* \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(game_object_id_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(game_object_id_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(game_object_id_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;
// TODO: doxygen
GameObject new_object(const std::string & name, const std::string & tag = "",
const Vector2 & position = {0, 0}, double rotation = 0,
double scale = 0);
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;
//! ID of next GameObject
game_object_id_t next_id = 0;
std::forward_list<std::unique_ptr<GameObject>> objects;
};
} // namespace crepe
#include "ComponentManager.hpp"
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