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authorYann Herklotz <ymherklotz@gmail.com>2018-06-20 23:20:05 +0100
committerYann Herklotz <ymherklotz@gmail.com>2018-06-20 23:20:05 +0100
commitaaf7c1662abb78228b774f728061b092e4467b07 (patch)
tree6873c25e5a6b299c326454046fa3c2d533d7c39d
parent32f9959d93322b5e26ef9843672a77928bf9c6bf (diff)
downloadYAGE-aaf7c1662abb78228b774f728061b092e4467b07.tar.gz
YAGE-aaf7c1662abb78228b774f728061b092e4467b07.zip
Adding entity implementation and changing API
-rw-r--r--yage/entity/entity.cpp40
-rw-r--r--yage/entity/entity.h14
2 files changed, 51 insertions, 3 deletions
diff --git a/yage/entity/entity.cpp b/yage/entity/entity.cpp
new file mode 100644
index 00000000..050514c3
--- /dev/null
+++ b/yage/entity/entity.cpp
@@ -0,0 +1,40 @@
+#include "entity.h"
+
+#include <algorithm>
+
+namespace yage
+{
+
+Entity EntityManager::create_entity()
+{
+ Entity entity = update_next_entity();
+ component_masks_.push_back(ComponentMask(0));
+ return entity;
+}
+
+EntityManager &EntityManager::delete_entity(Entity entity)
+{
+ deleted_.push_back(entity);
+ return *this;
+}
+
+bool EntityManager::is_valid(Entity entity) const
+{
+ auto it = std::find(deleted_.begin(), deleted_.end(), entity);
+ if (it == deleted_.end()) {
+ return true;
+ }
+ return false;
+}
+
+Entity EntityManager::update_next_entity()
+{
+ if (deleted_.empty()) {
+ return ++next_entity_;
+ }
+ next_entity_ = deleted_.back();
+ deleted_.pop_back();
+ return next_entity_;
+}
+
+} // namespace yage
diff --git a/yage/entity/entity.h b/yage/entity/entity.h
index 01a47f5c..d9a221b9 100644
--- a/yage/entity/entity.h
+++ b/yage/entity/entity.h
@@ -1,6 +1,8 @@
#include <bitset>
#include <vector>
+namespace yage {
+
/**
* The entity is currently just an unsigned integer, which may change to a
* class in the future.
@@ -38,13 +40,19 @@ class ComponentGroup;
class EntityManager
{
public:
- Entity createEntity();
- EntityManager &deleteEntity(Entity entity);
- void addComponent(Entity entity, BaseComponent *component);
+ Entity create_entity();
+ EntityManager &delete_entity(Entity entity);
+ bool is_valid(Entity entity) const;
+ void add_component(Entity entity, BaseComponent *component);
private:
+ Entity update_next_entity();
+
Entity next_entity_;
std::vector<BaseComponentGroup *> component_group_;
std::vector<ComponentMask> component_masks_;
+ std::vector<Entity> deleted_;
};
+
+} // namespace yage