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#pragma once
#include <vector>
#include "../types.h"
#include "../util/OptionalRef.h"
#include "EventManager.h"
namespace crepe {
class ScriptSystem;
class BehaviorScript;
class ComponentManager;
/**
* \brief Script interface
*
* This class is used as a base class for user-defined scripts that can be added to game
* objects using the \c BehaviorScript component.
*
* \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
* member or lambda methods in derivative user script classes and registered in \c init().
*
* \see feature_script
*/
class Script {
protected:
/**
* \name Interface functions
* \{
*/
/**
* \brief Script initialization function (empty by default)
*
* This function is called during the ScriptSystem::update() routine *before*
* Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component
* holding this script instance is active.
*/
virtual void init() {}
/**
* \brief Script update function (empty by default)
*
* This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
* component holding this script instance is active.
*/
virtual void update() {}
//! \}
//! ScriptSystem calls \c init() and \c update()
friend class crepe::ScriptSystem;
protected:
/**
* \name Utility functions
* \{
*/
/**
* \brief Get single component of type \c T on this game object
*
* \tparam T Type of component
*
* \returns Reference to component
*
* \throws std::runtime_error if this game object does not have a component matching type \c
* T
*/
template <typename T>
T & get_component() const;
// TODO: make get_component calls for component types that can have more than 1 instance
// cause compile-time errors
/**
* \brief Get all components of type \c T on this game object
*
* \tparam T Type of component
*
* \returns List of component references
*/
template <typename T>
RefVector<T> get_components() const;
/**
* \brief Log a message using Log::logf
*
* \tparam Args Log::logf parameters
* \param args Log::logf parameters
*/
template <typename... Args>
void logf(Args &&... args);
/**
* \brief Subscribe to an event with an explicit channel
* \see EventManager::subscribe
*/
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
/**
* \brief Subscribe to an event on EventManager::CHANNEL_ALL
* \see EventManager::subscribe
*/
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback);
//! \}
private:
/**
* \brief Internal subscribe function
*
* This function exists so certain template specializations of Script::subscribe can be
* explicitly deleted, and does the following:
* - Wrap the user-provided callback in a check that tests if the parent BehaviorScript
* component is still active
* - Store the subscriber handle returned by the event manager so this listener is
* automatically unsubscribed at the end of this Script instance's life
*
* \tparam EventType concrete Event class
* \param callback User-provided callback function
* \param channel Event channel (may have been overridden by template specializations)
*/
template <typename EventType>
void subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel);
protected:
// NOTE: This must be the only constructor on Script, see "Late references" below
Script() = default;
//! Only \c BehaviorScript instantiates Script
friend class BehaviorScript;
public:
// std::unique_ptr destroys script
virtual ~Script();
private:
Script(const Script &) = delete;
Script(Script &&) = delete;
Script & operator=(const Script &) = delete;
Script & operator=(Script &&) = delete;
private:
/**
* \name Late references
*
* These references are set by BehaviorScript immediately after calling the constructor of
* Script.
*
* \note Script must have a constructor without arguments so the game programmer doesn't need
* to manually add `using Script::Script` to their concrete script class if they want to
* implement a non-default constructor (e.g. for passing references to their own concrete
* Script classes).
*
* \{
*/
//! Game object ID of game object parent BehaviorScript is attached to
game_object_id_t game_object_id;
//! Reference to parent component
OptionalRef<bool> active;
//! Reference to component manager instance
OptionalRef<ComponentManager> component_manager;
//! Reference to event manager instance
OptionalRef<EventManager> event_manager;
//! \}
private:
//! Flag to indicate if \c init() has been called already
bool initialized = false;
//! List of subscribed events
std::vector<subscription_t> listeners;
};
/**
* \brief Subscribe to CollisionEvent for the current GameObject
*
* This is a template specialization for Script::subscribe which automatically sets the event
* channel so the callback handler is only called for CollisionEvent events that apply to the
* current GameObject the parent BehaviorScript is attached to.
*/
template <>
void Script::subscribe(const EventHandler<CollisionEvent> & callback);
template <>
void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t)
= delete;
} // namespace crepe
#include "Script.hpp"
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