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#pragma once
#include <type_traits>
#include "ComponentManager.h"
#include "types.h"
namespace crepe {
template <class T, typename... Args>
T & ComponentManager::add_component(game_object_id_t id, Args &&... args) {
using namespace std;
static_assert(is_base_of<Component, T>::value,
"add_component must recieve a derivative class of Component");
// Determine the type of T (this is used as the key of the unordered_map<>)
type_index type = typeid(T);
// Check if this component type is already in the unordered_map<>
if (this->components.find(type) == this->components.end()) {
//If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
this->components[type] = vector<vector<unique_ptr<Component>>>();
}
// Resize the vector<> if the id is greater than the current size
if (id >= this->components[type].size()) {
// Initialize new slots to nullptr (resize does automatically init to nullptr)
this->components[type].resize(id + 1);
}
// Create a new component of type T (arguments directly forwarded). The
// constructor must be called by ComponentManager.
T * instance_ptr = new T(id, forward<Args>(args)...);
if (instance_ptr == nullptr) throw std::bad_alloc();
T & instance_ref = *instance_ptr;
unique_ptr<T> instance = unique_ptr<T>(instance_ptr);
// Check if the vector size is not greater than get_instances_max
int max_instances = instance->get_instances_max();
if (max_instances != -1 && components[type][id].size() >= max_instances) {
// TODO: Exception
throw std::runtime_error(
"Exceeded maximum number of instances for this component type");
}
// store its unique_ptr in the vector<>
this->components[type][id].push_back(std::move(instance));
return instance_ref;
}
template <typename T>
void ComponentManager::delete_components_by_id(game_object_id_t id) {
using namespace std;
// Determine the type of T (this is used as the key of the unordered_map<>)
type_index type = typeid(T);
// Find the type (in the unordered_map<>)
if (this->components.find(type) != this->components.end()) {
// Get the correct vector<>
vector<vector<unique_ptr<Component>>> & component_array = this->components[type];
// Make sure that the id (that we are looking for) is within the boundaries of the vector<>
if (id < component_array.size()) {
// Clear the whole vector<> of this specific type and id
component_array[id].clear();
}
}
}
template <typename T>
void ComponentManager::delete_components() {
// Determine the type of T (this is used as the key of the unordered_map<>)
std::type_index type = typeid(T);
if (this->components.find(type) == this->components.end()) return;
this->components[type].clear();
}
template <typename T>
std::vector<std::reference_wrapper<T>>
ComponentManager::get_components_by_id(game_object_id_t id) const {
using namespace std;
// Determine the type of T (this is used as the key of the unordered_map<>)
type_index type = typeid(T);
// Create an empty vector<>
vector<reference_wrapper<T>> component_vector;
if (this->components.find(type) == this->components.end()) return component_vector;
// Get the correct vector<>
const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type);
// Make sure that the id (that we are looking for) is within the boundaries of the vector<>
if (id >= component_array.size()) return component_vector;
// Loop trough the whole vector<>
for (const unique_ptr<Component> & component_ptr : component_array[id]) {
// Cast the unique_ptr to a raw pointer
T * casted_component = static_cast<T *>(component_ptr.get());
if (casted_component == nullptr) continue;
// Add the dereferenced raw pointer to the vector<>
component_vector.push_back(*casted_component);
}
return component_vector;
}
template <typename T>
std::vector<std::reference_wrapper<T>> ComponentManager::get_components_by_type() const {
using namespace std;
// Determine the type of T (this is used as the key of the unordered_map<>)
type_index type = typeid(T);
// Create an empty vector<>
vector<reference_wrapper<T>> component_vector;
// Find the type (in the unordered_map<>)
if (this->components.find(type) == this->components.end()) return component_vector;
// Get the correct vector<>
const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type);
// Loop through the whole vector<>
for (const vector<unique_ptr<Component>> & component : component_array) {
// Loop trough the whole vector<>
for (const unique_ptr<Component> & component_ptr : component) {
// Cast the unique_ptr to a raw pointer
T * casted_component = static_cast<T *>(component_ptr.get());
// Ensure that the cast was successful
if (casted_component == nullptr) continue;
// Add the dereferenced raw pointer to the vector<>
component_vector.emplace_back(ref(*casted_component));
}
}
// Return the vector<>
return component_vector;
}
} // namespace crepe
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