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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
{
/**
* 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.
*/
/**
* Manages all the entities in the system, can create them for the current
* space.
*/
EntityManager em_;
};
} // namespace yage
#endif
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