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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:
/**
* \param id Parent \c GameObject id
* \param mediator Mediator reference
*
* \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, Mediator & mediator);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
BehaviorScript(const BehaviorScript &);
BehaviorScript(BehaviorScript &&);
BehaviorScript & operator = (const BehaviorScript &);
BehaviorScript & operator = (BehaviorScript &&);
public:
/**
* \brief Set the concrete script of this component
*
* \tparam T Concrete script type (derived from \c crepe::Script)
* \tparam Args Arguments for concrete script constructor
*
* \param args Arguments for concrete script constructor (forwarded using perfect forwarding)
*
* \returns Reference to BehaviorScript component (`*this`)
*/
template <class T, typename... Args>
BehaviorScript & set_script(Args &&... args);
protected:
std::string name = "unknown script";
//! Script instance
std::unique_ptr<Script> script = nullptr;
//! ScriptSystem needs direct access to the script instance
friend class ScriptSystem;
protected:
//! Reference mediator
Mediator & mediator;
};
/**
* \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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