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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 13:43:41 +00:00
2024-01-23 19:13:02 +01:00

64 lines
1.4 KiB
C++

#pragma once
#include <array>
#include <vector>
#include <bitset>
#include "Constants.h"
#include "Component.h"
#include "SpriteComponent.h"
#include "ECS.h"
class Manager;
using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
using GroupBitSet = std::bitset<MAX_GROUPS>;
using ComponentArray = std::array<Component*, MAX_COMPONENTS>;
class Entity
{
public:
explicit Entity(Manager& mManager) : manager(mManager) { }
void update() const;
void draw() const;
bool isActive() const { return this->active; }
void destroy() { this->active = false; }
bool hasGroup(Group mGroup);
void addGroup(Group mGroup);
void delGroup(Group mGroup);
template <typename T> bool hasComponent() const
{
return componentBitSet[getComponentTypeID<T>()];
}
template <typename T, typename...TArgs> T& addComponent(TArgs&&...mArgs)
{
T* c(new T(std::forward<TArgs>(mArgs)...));
c->entity = this;
std::unique_ptr<Component> uPtr{ c };
this->components.emplace_back(std::move(uPtr));
componentArray[getComponentTypeID<T>()] = c;
componentBitSet[getComponentTypeID<T>()] = true;
c->init();
return *c;
};
template <typename T> T& getComponent() const
{
auto ptr(componentArray[getComponentTypeID<T>()]);
return *static_cast<T*>(ptr);
}
private:
Manager& manager;
bool active = true;
std::vector<std::unique_ptr<Component>> components;
ComponentArray componentArray = {};
ComponentBitSet componentBitSet;
GroupBitSet groupBitSet;
};