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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