83 lines
2.0 KiB
C++
83 lines
2.0 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#pragma once
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#ifndef NDK_ENTITY_HPP
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#define NDK_ENTITY_HPP
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#include <Nazara/Core/Bitset.hpp>
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#include <NDK/Algorithm.hpp>
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#include <memory>
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#include <vector>
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namespace Ndk
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{
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class BaseComponent;
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class EntityHandle;
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class World;
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class NDK_API Entity
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{
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friend class BaseSystem;
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friend EntityHandle;
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friend World;
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public:
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Entity(const Entity&) = delete;
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Entity(Entity&& entity);
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~Entity();
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BaseComponent& AddComponent(std::unique_ptr<BaseComponent>&& component);
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template<typename ComponentType, typename... Args> ComponentType& AddComponent(Args&&... args);
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EntityHandle CreateHandle();
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BaseComponent& GetComponent(ComponentIndex index);
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template<typename ComponentType> ComponentType& GetComponent();
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const NzBitset<>& GetComponentBits() const;
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EntityId GetId() const;
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const NzBitset<>& GetSystemBits() const;
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World* GetWorld() const;
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bool HasComponent(ComponentIndex index) const;
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template<typename ComponentType> bool HasComponent() const;
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void Kill();
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void Invalidate();
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bool IsValid() const;
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void RemoveAllComponents();
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void RemoveComponent(ComponentIndex index);
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template<typename ComponentType> void RemoveComponent();
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Entity& operator=(const Entity&) = delete;
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Entity& operator=(Entity&&) = delete;
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private:
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Entity(World& world, EntityId id);
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void Create();
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void Destroy();
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void RegisterHandle(EntityHandle* handle);
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void RegisterSystem(SystemIndex index);
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void UnregisterHandle(EntityHandle* handle);
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void UnregisterSystem(SystemIndex index);
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std::vector<std::unique_ptr<BaseComponent>> m_components;
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std::vector<EntityHandle*> m_handles;
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EntityId m_id;
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NzBitset<> m_componentBits;
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NzBitset<> m_systemBits;
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World* m_world;
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bool m_valid;
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};
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}
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#include <NDK/Entity.inl>
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#endif // NDK_ENTITY_HPP
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