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#pragma once
#include <string>
#include "types.h"
#include "Vector2.h"
namespace crepe {
class ComponentManager;
class BehaviorScript;
/**
* \brief Represents a GameObject
*
* This class represents a GameObject. The GameObject class is only used
* as an interface for the game programmer. The actual implementation is
* done in the ComponentManager.
*/
class GameObject {
private:
/**
* This constructor creates a new GameObject. It creates a new
* Transform and Metadata component and adds them to the ComponentManager.
*
* \param component_manager Reference to component_manager
* \param id The id of the GameObject
* \param name The name of the GameObject
* \param tag The tag of the GameObject
* \param position The position of the GameObject
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
GameObject(ComponentManager & component_manager, game_object_id_t id, const std::string & name, const std::string & tag, const Vector2 & position, double rotation, double scale);
//! ComponentManager instances GameObject
friend class ComponentManager;
public:
/**
* \brief Set the parent of this GameObject
*
* This method sets the parent of this GameObject. It sets the parent
* in the Metadata component of this GameObject and adds this GameObject
* to the children list of the parent GameObject.
*
* \param parent The parent GameObject
*/
void set_parent(const GameObject & parent);
/**
* \brief Add a component to the GameObject
*
* This method adds a component to the GameObject. It forwards the
* arguments to the ComponentManager.
*
* \tparam T The type of the component
* \tparam Args The types of the arguments
* \param args The arguments to create the component
* \return The created component
*/
template <typename T, typename... Args>
T & add_component(Args &&... args);
public:
//! The id of the GameObject
const game_object_id_t id;
protected:
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 "GameObject.hpp"
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