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#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include "Game/Components/Component.h"
#include "Game/TypeMap.h"
#include <memory>
#include "Graphics/global.h"
class GameObject
{
public:
GameObject();
~GameObject(){
std::cout << "deleting" << std::endl;
}
template <typename T>
void addComponent(std::unique_ptr<T> &&component){
m_components.put<T>(std::forward<std::unique_ptr<T>>(component));
}
template <typename T>
bool hasComponent(){
return m_components.contains<T>();
}
template <class T>
T* getComponent(){
auto comp = m_components.find<T>();
assert(comp != m_components.end());
return static_cast<T*>(comp->second.get());
}
template <class T>
void removeComponent(){
// auto comp = m_components.find<T>();
// assert(comp != m_components.end());
m_components.remove<T>();
}
private:
void setPlayerPos();
void makePlayer();
TypeMap<std::unique_ptr<Component>> m_components;
std::shared_ptr<Shape> m_object;
std::shared_ptr<ModelTransform> m_object_mt;
};
#endif // GAMEOBJECT_H
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