blob: 9d85d4cb6a093b2dbad26b84bf3214043dbc4702 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
|
#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:
/**
* \param id Parent \c GameObject id
* \param component_manager Reference to component manager (passed through to \c Script
* instance)
*
* \note Calls to this constructor (should) always pass through \c GameObject::add_component,
* which has an exception for this specific component type. This was done so the user does
* not have to pass references used within \c Script to each \c BehaviorScript instance.
*/
BehaviorScript(game_object_id_t id, ComponentManager & component_manager);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
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:
//! Script instance
std::unique_ptr<Script> script = nullptr;
//! ScriptSystem needs direct access to the script instance
friend class ScriptSystem;
protected:
//! Reference to component manager (passed to Script)
ComponentManager & component_manager;
};
/**
* \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"
|