Part one - removed references and smart pointers
This commit is contained in:
@ -1,117 +1,117 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "SceneItemComponent.hpp"
|
||||
#include "display/Transform.hpp"
|
||||
#include "event/Event.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
typedef int32_t sceneitemid_t;
|
||||
|
||||
class Scene;
|
||||
|
||||
class SceneItem {
|
||||
private:
|
||||
std::vector<std::shared_ptr<SceneItemComponent>> components;
|
||||
|
||||
public:
|
||||
Scene &scene;
|
||||
sceneitemid_t id;
|
||||
Transform transform;
|
||||
|
||||
/**
|
||||
* Constructor for a SceneItem. Scene Items should only be called and
|
||||
* initialized by the scene itself.
|
||||
*
|
||||
* @param scene Weak pointer to the Scene that this SceneItem belongs to.
|
||||
* @param id Scene Item ID that the Scene assigned this SceneItem.
|
||||
*/
|
||||
SceneItem(Scene &scene, sceneitemid_t id);
|
||||
|
||||
/**
|
||||
* Called by the Scene the frame after we were constructed so we can begin
|
||||
* existing.
|
||||
*/
|
||||
void init();
|
||||
|
||||
/**
|
||||
* Adds a component to this scene item. Components will only have their
|
||||
* init methods invoked on the first frame we enter the scene. If you add
|
||||
* a component to this item after this time you will either need to try
|
||||
* manually invoking its' init method, or ensure the component is aware of
|
||||
* the entire SceneItem lifecycle and listen for added callbacks.
|
||||
*
|
||||
* @tparam T Type of component being added to this scene item.
|
||||
* @return A shared pointer to the newly added component.
|
||||
*/
|
||||
template<class T>
|
||||
std::shared_ptr<T> addComponent() {
|
||||
auto component = std::make_shared<T>(*this);
|
||||
this->components.push_back(component);
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a component attached to this SceneItem. This method will return
|
||||
* either a shared pointer to the component, or nullptr if the item does
|
||||
* not have the queried component.
|
||||
*
|
||||
* @tparam T Type of component to be fetched.
|
||||
* @return A shared pointer to the component, or nullptr if not found.
|
||||
*/
|
||||
template<class T>
|
||||
std::shared_ptr<T> getComponent() {
|
||||
auto it = this->components.begin();
|
||||
while(it != this->components.end()) {
|
||||
auto castedAs = std::dynamic_pointer_cast<T>(*it);
|
||||
if(castedAs != nullptr) return castedAs;
|
||||
++it;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds a (direct) child of this component that has a matching component.
|
||||
*
|
||||
* @tparam T Component to find child of.
|
||||
* @return Pointer to the child, or nullptr if not found.
|
||||
*/
|
||||
template<class T>
|
||||
std::shared_ptr<T> findChild() {
|
||||
auto it = this->transform.children.begin();
|
||||
while(it != this->transform.children.end()) {
|
||||
auto child = (*it)->item.getComponent<T>();
|
||||
if(child != nullptr) return child;
|
||||
++it;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds all (direct) children of this component that match the queried
|
||||
* component.
|
||||
*
|
||||
* @tparam T Component to find children for.
|
||||
* @return Array of pointers to matching children.
|
||||
*/
|
||||
template<class T>
|
||||
std::vector<std::shared_ptr<T>> findChildren() {
|
||||
auto it = this->transform.children.begin();
|
||||
std::vector<std::shared_ptr<T>> children;
|
||||
while(it != this->transform.children.end()) {
|
||||
auto child = (*it)->item.getComponent<T>();
|
||||
if(child != nullptr) children.push_back(child);
|
||||
++it;
|
||||
}
|
||||
return children;
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroy this SceneItem.
|
||||
*/
|
||||
~SceneItem();
|
||||
};
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "SceneItemComponent.hpp"
|
||||
#include "display/Transform.hpp"
|
||||
#include "event/Event.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
typedef int32_t sceneitemid_t;
|
||||
|
||||
class Scene;
|
||||
|
||||
class SceneItem {
|
||||
private:
|
||||
std::vector<SceneItemComponent*> components;
|
||||
|
||||
public:
|
||||
Scene *scene;
|
||||
sceneitemid_t id;
|
||||
Transform transform;
|
||||
|
||||
/**
|
||||
* Constructor for a SceneItem. Scene Items should only be called and
|
||||
* initialized by the scene itself.
|
||||
*
|
||||
* @param scene Weak pointer to the Scene that this SceneItem belongs to.
|
||||
* @param id Scene Item ID that the Scene assigned this SceneItem.
|
||||
*/
|
||||
SceneItem(Scene *scene, sceneitemid_t id);
|
||||
|
||||
/**
|
||||
* Called by the Scene the frame after we were constructed so we can begin
|
||||
* existing.
|
||||
*/
|
||||
void init();
|
||||
|
||||
/**
|
||||
* Adds a component to this scene item. Components will only have their
|
||||
* init methods invoked on the first frame we enter the scene. If you add
|
||||
* a component to this item after this time you will either need to try
|
||||
* manually invoking its' init method, or ensure the component is aware of
|
||||
* the entire SceneItem lifecycle and listen for added callbacks.
|
||||
*
|
||||
* @tparam T Type of component being added to this scene item.
|
||||
* @return A shared pointer to the newly added component.
|
||||
*/
|
||||
template<class T>
|
||||
T * addComponent() {
|
||||
auto component = new T(this);
|
||||
this->components.push_back(component);
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a component attached to this SceneItem. This method will return
|
||||
* either a shared pointer to the component, or nullptr if the item does
|
||||
* not have the queried component.
|
||||
*
|
||||
* @tparam T Type of component to be fetched.
|
||||
* @return A shared pointer to the component, or nullptr if not found.
|
||||
*/
|
||||
template<class T>
|
||||
T * getComponent() {
|
||||
auto it = this->components.begin();
|
||||
while(it != this->components.end()) {
|
||||
T *castedAs = dynamic_cast<T*>(*it);
|
||||
if(castedAs != nullptr) return castedAs;
|
||||
++it;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds a (direct) child of this component that has a matching component.
|
||||
*
|
||||
* @tparam T Component to find child of.
|
||||
* @return Pointer to the child, or nullptr if not found.
|
||||
*/
|
||||
template<class T>
|
||||
T * findChild() {
|
||||
auto it = this->transform.children.begin();
|
||||
while(it != this->transform.children.end()) {
|
||||
auto child = (*it)->item->getComponent<T>();
|
||||
if(child != nullptr) return child;
|
||||
++it;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds all (direct) children of this component that match the queried
|
||||
* component.
|
||||
*
|
||||
* @tparam T Component to find children for.
|
||||
* @return Array of pointers to matching children.
|
||||
*/
|
||||
template<class T>
|
||||
std::vector<T*> findChildren() {
|
||||
auto it = this->transform.children.begin();
|
||||
std::vector<T*> children;
|
||||
while(it != this->transform.children.end()) {
|
||||
auto child = (*it)->item->getComponent<T>();
|
||||
if(child != nullptr) children.push_back(child);
|
||||
++it;
|
||||
}
|
||||
return children;
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroy this SceneItem.
|
||||
*/
|
||||
~SceneItem();
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user