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#pragma once
#include <vector>
#include "../api/KeyCodes.h"
#include "../manager/EventManager.h"
#include "../manager/Mediator.h"
#include "../manager/ReplayManager.h"
#include "../system/CollisionSystem.h"
#include "../types.h"
#include "../util/Log.h"
#include "../util/OptionalRef.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.
*
* \note 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().
*
* \warning Concrete scripts are allowed do create a custom constructor, but the utility
* functions should not be called inside the constructor as they rely on late references that
* are only available after the constructor returns.
*
* \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 Component query functions
* \see ComponentManager
* \{
*/
/**
* \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 with type \c T
*/
template <typename T>
T & get_component() const;
/**
* \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;
//! \copydoc ComponentManager::get_components_by_id
template <typename T>
RefVector<T> get_components_by_id(game_object_id_t id) const;
//! \copydoc ComponentManager::get_components_by_name
template <typename T>
RefVector<T> get_components_by_name(const std::string & name) const;
//! \copydoc ComponentManager::get_components_by_tag
template <typename T>
RefVector<T> get_components_by_tag(const std::string & tag) const;
//! \}
/**
* \name Logging functions
* \see Log
* \{
*/
//! \copydoc Log::logf
template <class... Args>
void logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args);
//! \copydoc Log::logf
template <class... Args>
void logf(std::format_string<Args...> fmt, Args &&... args);
// \}
/**
* \name Event manager functions
* \see EventManager
* \{
*/
//! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
//! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback);
//! \copydoc EventManager::trigger_event
template <typename EventType>
void trigger_event(const EventType & event = {},
event_channel_t channel = EventManager::CHANNEL_ALL);
//! \copydoc EventManager::queue_event
template <typename EventType>
void queue_event(const EventType & event = {},
event_channel_t channel = EventManager::CHANNEL_ALL);
//! \}
/**
* \name Scene-related functions
* \see SceneManager
* \{
*/
//! \copydoc SceneManager::set_next_scene
void set_next_scene(const std::string & name);
//! \}
/**
* \name Save data management functions
* \see SaveManager
* \{
*/
//! Retrieve SaveManager reference
SaveManager & get_save_manager() const;
//! \}
//! Replay management functions
struct replay { // NOLINT
//! \copydoc ReplayManager::record_start
void record_start();
//! \copydoc ReplayManager::record_end
recording_t record_end();
//! \copydoc ReplayManager::play
void play(recording_t);
//! \copydoc ReplayManager::release
void release(recording_t);
private:
OptionalRef<Mediator> & mediator;
replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {}
friend class Script;
} replay{mediator};
/**
* \brief Utility function to retrieve the keyboard state
* \see SDLContext::get_keyboard_state
*
* \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed)
*
*/
const keyboard_state_t & get_keyboard_state() const;
/**
* \brief Utility function to retrieve a single key state.
* \see SDLContext::get_keyboard_state
*
* \return Keycode state (true if pressed, false if not pressed).
*
*/
bool get_key_state(Keycode key) const noexcept;
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;
//! Mediator reference
OptionalRef<Mediator> mediator;
//! \}
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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