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#pragma once
#include <memory>
#include "../Component.h"
#include "GameObject.h"
namespace crepe {
class ScriptSystem;
class ComponentManager;
class Script;
/**
* \brief Script component
*
* This class acts as a (component) wrapper around an instance of (a class
* derivatived from) \c Script. \c BehaviorScript is the only ECS component
* that stores member function implementations as data.
*/
class BehaviorScript : public Component {
protected:
BehaviorScript(game_object_id_t id, ComponentManager & component_manager);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
public:
~BehaviorScript() = default;
public:
/**
* \brief Set the concrete script of this component
*
* \tparam T Concrete script type (derived from \c crepe::Script)
*
* \returns Reference to BehaviorScript component (`*this`)
*/
template <class T>
BehaviorScript & set_script();
protected:
//! ScriptSystem needs direct access to the script instance
friend class ScriptSystem;
//! Flag to indicate if script->init() has been called already
bool initialized = false;
//! Script instance
std::unique_ptr<Script> script = nullptr;
//! Reference to component manager
ComponentManager & component_manager;
private:
//! Script accesses the component manager directly via its parent
// (BehaviorScript) reference
friend class Script;
};
/**
* \brief Add a BehaviorScript component to this game object
*
* The \c BehaviorScript class is the only exception to the ECS harmony, and
* requires a reference to the component manager passed to its constructor in
* order to function normally. This is because the \c BehaviorScript (and \c
* Script) classes are the only component-related classes that store
* implemented member functions as data.
*/
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>();
} // namespace crepe
#include "BehaviorScript.hpp"
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