Entity update + components
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36
include/object/components/component.hpp
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36
include/object/components/component.hpp
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@@ -0,0 +1,36 @@
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#pragma once
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#include <utils.hpp>
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#include <string>
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namespace Game::Object {
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class Entity;
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}
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namespace Game::Object::Components {
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class Component {
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public:
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Component() = default;
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// Declare copy and move; in case components declare some other things, we want to make sure those are properly copied/moved as well, so we'll just define these as virtual and implement them in the .cpp file
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Component(const Component&);
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Component& operator=(const Component&);
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Component(Component&&) noexcept;
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Component& operator=(Component&&) noexcept;
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virtual ~Component() = 0;
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virtual void start() = 0;
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virtual void update(float deltaTime, Object::Entity* thisEntity) = 0;
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// Getters and setters
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void setName(const std::string& name);
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std::string getName();
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void setActive(bool active);
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bool isActive();
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protected:
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// Uniqueness is NOT enforced; be careful when naming!
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std::string mName;
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bool mIsActive = true;
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};
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}
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@@ -8,6 +8,8 @@
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#include <utility>
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#include <memory>
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#include <renderer/renderer.hpp>
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#include <vector>
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#include <object/components/component.hpp>
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namespace Game::Renderer {
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class Renderer;
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@@ -44,14 +46,57 @@ namespace Game::Object {
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bool isActive() { return mIsActive; }
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int getZIndex() const { return mZIndex; }
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// Component management
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template<typename T, typename... Args>
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T* addComponent(Args&&... args);
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template<typename T>
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T* getComponent();
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template<typename T>
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bool removeComponent();
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void updateComponents(float deltaTime);
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protected:
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std::string mName;
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std::shared_ptr<Game::Renderer::Texture> mTex;
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Transform mTransform;
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bool mIsFlipped = false; // Whether the texture should be rendered flipped horizontally or not
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bool mIsActive;
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bool mIsActive = true;
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bool mIsVisible = true;
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int mZIndex = 0; // For rendering order; higher zIndex renders on top of lower zIndex
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float mTiledScale = 1.f; // Only used if the texture is tiled, to determine how much to scale the texture when rendering (since the entire texture is rendered as a single tile, this is necessary to be able to have different sized tiles)
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std::vector<std::unique_ptr<Object::Components::Component>> mComponents; // Components attached to this entity; TODO
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private:
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};
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template<typename T, typename... Args>
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T* Entity::addComponent(Args&&... args) {
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static_assert(std::is_base_of_v<Object::Components::Component, T>, "T must derive from Component");
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auto component = std::make_unique<T>(std::forward<Args>(args)...);
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T* componentPtr = component.get();
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mComponents.push_back(std::move(component));
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return componentPtr;
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}
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template<typename T>
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T* Entity::getComponent() {
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static_assert(std::is_base_of_v<Object::Components::Component, T>, "T must derive from Component");
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for (const auto& component : mComponents) {
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if (auto casted = dynamic_cast<T*>(component.get())) {
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return casted;
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}
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}
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return nullptr;
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}
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template<typename T>
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bool Entity::removeComponent() {
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static_assert(std::is_base_of_v<Object::Components::Component, T>, "T must derive from Component");
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for (auto it = mComponents.begin(); it != mComponents.end(); it++) {
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if (dynamic_cast<T*>(it->get())) {
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mComponents.erase(it);
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return true;
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}
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}
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return false;
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}
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}
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