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#pragma once
#include <string>
#include "types.h"
namespace crepe {
class Mediator;
class Transform;
class Metadata;
/**
* \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 mediator Reference to mediator
* \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(
Mediator & mediator, game_object_id_t id, const std::string & name,
const std::string & tag, const vec2 & position, double rotation, double scale
);
//! ComponentManager instances GameObject
friend class ComponentManager;
protected:
GameObject(GameObject &&) = default;
GameObject(const GameObject &) = delete;
GameObject & operator=(const GameObject &) = delete;
GameObject & operator=(GameObject &&) = delete;
public:
//! The id of the GameObject
const game_object_id_t id;
//! This entity's transform
Transform & transform;
//! This entity's metadata
Metadata & metadata;
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);
/**
* \brief Components will not be deleted if this method is called
*
* This method sets the persistent flag of the GameObject to true. If the persistent
* flag is set to true, the GameObject will not be deleted when the scene is changed.
*
* \param persistent The persistent flag
*/
void set_persistent(bool persistent = true);
protected:
Mediator & mediator;
};
} // namespace crepe
#include "GameObject.hpp"
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