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ColliderSystem.h
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1
12// ____ __ __ __
13// /\__ _\/\ \ /\ \/\ \
14// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
15// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
16// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
17// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
18// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
19
20
21#pragma once
22
23#include "Framework/System.h"
24
25class Collider;
26
27namespace sys
28{
29class ColliderSystem : public System
30{
31public:
32#pragma region static_functions
33
37 static auto getEnum() -> Type
38 {
40 }
41
42#pragma endregion
43
45 ~ColliderSystem() override = default;
46 ColliderSystem(const ColliderSystem& other) = default;
47 ColliderSystem(ColliderSystem&& other) noexcept;
48 auto operator=(const ColliderSystem& other) -> ColliderSystem&;
49 auto operator=(ColliderSystem&& other) noexcept -> ColliderSystem& = default;
50
51
52#pragma region overridden_functions
53
54 auto clone() const -> std::unique_ptr<GameObject> override
55 {
56 return std::make_unique<ColliderSystem>(*this);
57 }
58
59 auto onUpdate(float dt) -> void override;
60
61 auto endWindow() -> void override
62 {
63 }; // for debug ImGUI
64 auto onRender() -> void override;
65 auto onEnterEngine() -> void override;
66 auto load(Stream& stream) -> void override;
67 auto save(Stream& stream) const -> void override;
68
69#pragma endregion
70
71#pragma region ColliderSystem_Functions
72
77 auto addNewCollider(Collider* collider) -> void;
81 auto checkMouseCollision() -> void;
82
87 auto removeCollider(const Collider* collider) -> void;
88
89#pragma endregion
90
91private:
92#pragma region member_variables
93
94 // A vector of vectors of colliders, so we can store colliders on different layers
95 std::vector<std::vector<Collider*>> colliders;
96
97#pragma endregion
98
99#pragma region helper_functions
100
101#pragma endregion
102
103#pragma region messaging_functions
104
110 auto receiveSelectClick(const Message* message) -> Message;
111 auto linkMessages() -> void;
112
113#pragma endregion
114
115#pragma region static_variables
116
117#pragma endregion
118
119
120};
121}
sys::Json Stream
Definition AudioObject.h:20
Definition Collider.h:28
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Type
Definition System.h:20
@ ColliderSystem
Definition System.h:36
System(const std::string &typeName, Type systemType)
Definition System.cpp:75
auto receiveSelectClick(const Message *message) -> Message
Calls checkMouseCollision when a player clicks.
Definition ColliderSystem.cpp:165
auto onUpdate(float dt) -> void override
called once every frame.
Definition ColliderSystem.cpp:62
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition ColliderSystem.h:61
ColliderSystem()
Definition ColliderSystem.cpp:38
auto operator=(const ColliderSystem &other) -> ColliderSystem &
Definition ColliderSystem.cpp:48
std::vector< std::vector< Collider * > > colliders
Definition ColliderSystem.h:95
ColliderSystem(const ColliderSystem &other)=default
auto linkMessages() -> void
Definition ColliderSystem.cpp:172
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition ColliderSystem.cpp:77
~ColliderSystem() override=default
static auto getEnum() -> Type
function required by all systems
Definition ColliderSystem.h:37
auto removeCollider(const Collider *collider) -> void
Removes a collider from the multimap, typically called after it is deleted.
Definition ColliderSystem.cpp:123
auto onRender() -> void override
called every frame after update has been called for every object.
Definition ColliderSystem.cpp:67
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition ColliderSystem.h:54
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition ColliderSystem.cpp:71
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition ColliderSystem.cpp:82
auto operator=(ColliderSystem &&other) noexcept -> ColliderSystem &=default
auto addNewCollider(Collider *collider) -> void
Adds a new collider to the collider multimap so it can be checked for collisions later.
Definition ColliderSystem.cpp:91
auto checkMouseCollision() -> void
Checks if the current mouse position lands on any buttons inside the multimap.
Definition ColliderSystem.cpp:96
the type of elements in a basic_json container
Definition GameObject.h:32
Definition Message.h:34