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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
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