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#include "../api/GameObject.h"
#include "../types.h"
#include "../util/Log.h"
#include "ComponentManager.h"
using namespace crepe;
using namespace std;
ComponentManager::ComponentManager(Mediator & mediator) : Manager(mediator) {
mediator.component_manager = *this;
dbg_trace();
}
ComponentManager::~ComponentManager() { dbg_trace(); }
void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
// Do not delete persistent objects
if (this->persistent[id]) {
return;
}
// Loop through all the types (in the unordered_map<>)
for (auto & [type, component_array] : this->components) {
// Make sure that the id (that we are looking for) is within the boundaries of the vector<>
if (id < component_array.size()) {
// Clear the components at this specific id
component_array[id].clear();
}
}
}
void ComponentManager::delete_all_components() {
// Loop through all the types (in the unordered_map<>)
for (auto & [type, component_array] : this->components) {
// Loop through all the ids (in the vector<>)
for (game_object_id_t id = 0; id < component_array.size(); id++) {
// Do not delete persistent objects
if (!this->persistent[id]) {
// Clear the components at this specific id
component_array[id].clear();
}
}
}
this->next_id = 0;
}
GameObject ComponentManager::new_object(const string & name, const string & tag,
const vec2 & position, double rotation, double scale) {
// Find the first available id (taking persistent objects into account)
while (this->persistent[this->next_id]) {
this->next_id++;
}
GameObject object{*this, this->next_id, name, tag, position, rotation, scale};
this->next_id++;
return object;
}
void ComponentManager::set_persistent(game_object_id_t id, bool persistent) {
this->persistent[id] = persistent;
}
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