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-/** ---------------------------------------------------------------------------
- * @file: space.h
- *
- * Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
- * MIT License, see LICENSE file for more details.
- * ----------------------------------------------------------------------------
- */
-
-#ifndef YAGE_ENGINE_SPACE_H
-#define YAGE_ENGINE_SPACE_H
-
-#include <vector>
-
-#include "entitymanager.h"
-
-namespace yage
-{
-
-class System;
-
-/**
- * Space that keeps track of all the entities, componenets and runs the systems
- * on the data to update them. There can be multiple instances of a space, which
- * can be used, for example, for different levels in the game that can be loaded
- * separately, or a game menu that can be loaded above the other spaces when the
- * user presses on pause.
- */
-class Space
-{
-public:
- /**
- * Default instance for a space.
- */
- Space();
-
- /**
- * Create an entity that will belong to this space, and return the handle to
- * the user. The Entity class itself should not be visible to the user, as
- * the user only needs to worry about the handle when referring to the
- * Entity and changing it.
- */
- unsigned createEntity();
-
-private:
- /**
- * The subspaces of the Space that act on the data and on their respective
- * component. These are specific to the Space, as other spaces might have
- * different Systems and not act on the same entities.
- */
- std::vector<System *> systems_;
-
- /**
- * Manages all the entities in the system, can create them for the current
- * space.
- */
- EntityManager em_;
-};
-
-} // namespace yage
-
-#endif