Begin the documentation

This commit is contained in:
2022-10-18 22:35:47 -07:00
parent e08684de19
commit a86574128d
6 changed files with 109 additions and 9 deletions

View File

@ -35,10 +35,6 @@ std::shared_ptr<SceneItem> Scene::createSceneItem() {
return item;
}
void Scene::removeSceneItem(SceneItem *item) {
}
Scene::~Scene() {
}

View File

@ -20,14 +20,34 @@ namespace Dawn {
public:
std::weak_ptr<DawnGame> game;
/**
* Construct a new Scene instance.
*
* @param game Weak pointer to the game that this scene belongs to.
*/
Scene(std::weak_ptr<DawnGame> game);
/**
* Perform a one frame synchronous tick on the current scene. This may
* change in future to be more event-like.
*/
void update();
/**
* Create a Scene Item object and add to the current scene.
*
* @return A shared pointer to the created SceneItem.
*/
std::shared_ptr<SceneItem> createSceneItem();
void removeSceneItem(SceneItem *item);
/**
* Finds an existing component on the scene (Root Level Only) that has a
* component matching the given component type. Returns nullptr if no item
* with the specified component could be found.
*
* @tparam Component type to look for.
* @return Pointer to the found component (and by extension the item).
*/
template<class T>
std::shared_ptr<T> findComponent() {
auto it = this->items.begin();
@ -39,6 +59,9 @@ namespace Dawn {
return nullptr;
}
/**
* Destroys a previously initialized Scene.
*/
~Scene();
};
}

View File

@ -21,10 +21,31 @@ namespace Dawn {
std::weak_ptr<Scene> scene;
sceneitemid_t id;
/**
* 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(std::weak_ptr<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>(weak_from_this());
@ -32,6 +53,14 @@ namespace Dawn {
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();
@ -43,6 +72,9 @@ namespace Dawn {
return nullptr;
}
/**
* Destroy this SceneItem.
*/
~SceneItem();
};
}