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diff --git a/yage/entity/space.h b/yage/entity/space.h
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-/** ---------------------------------------------------------------------------
- * -*- c++ -*-
- * @file: space.h
- *
- * Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
- * MIT License, see LICENSE file for more details.
- * ----------------------------------------------------------------------------
- */
-
-#pragma once
-
-#include <memory>
-#include <vector>
-
-#include "entity.h"
-#include "system.h"
-
-struct Movement {
-};
-
-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.
- */
- Entity createEntity();
-
- /**
- * Update all the systems.
- */
- void update();
-
-private:
- /**
- * The systems 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<std::unique_ptr<System>> systems_;
-
- /**
- * Manages all the entities in the system, can create them for the
- * current space.
- */
- EntityManager em_;
-
- /**
- * Manages all the components
- */
- // ComponentManager cm_;
-};
-
-} // namespace yage