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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
25struct Message;
26class Selector;
27class Collider;
28
29namespace sys
30{
31class ColliderSystem : public System
32{
33public:
34#pragma region static_functions
35
39 static auto getEnum() -> Type
40 {
42 }
43
44#pragma endregion
45
47 ~ColliderSystem() override = default;
48 ColliderSystem(const ColliderSystem& other) = default;
49 ColliderSystem(ColliderSystem&& other) noexcept;
50 auto operator=(const ColliderSystem& other) -> ColliderSystem&;
51 auto operator=(ColliderSystem&& other) noexcept -> ColliderSystem& = default;
52
53
54#pragma region overridden_functions
55
56 auto clone() const -> std::unique_ptr<GameObject> override
57 {
58 return std::make_unique<ColliderSystem>(*this);
59 }
60
61 auto onUpdate(float dt) -> void override;
62
63 auto systemShowMenu() -> void override;
64
65 auto endWindow() -> void override
66 {
67 }; // for debug ImGUI
68 auto onRender() -> void override;
69 auto onEnterEngine() -> void override;
70 auto onSceneStart(const std::string& sceneName) -> void override;
71 auto load(const Stream& stream) -> void override;
72 auto save(Stream& stream) const -> void override;
73
74#pragma endregion
75
76#pragma region ColliderSystem_Functions
77
82 auto addNewCollider(Collider* collider) -> void;
86 auto handleMouseClick() const -> void;
87
92 auto removeCollider(const Collider* collider) -> void;
93
94#pragma endregion
95
96private:
97#pragma region member_variables
98
99 // A vector of vectors of colliders, so we can store colliders on different layers
100 std::vector<std::vector<Collider*>> colliders;
101
104
105#pragma endregion
106
107#pragma region helper_functions
108
109#pragma endregion
110
111#pragma region messaging_functions
112
118 auto receiveSelectClick(const Message* message) -> Message;
119 auto linkMessages() -> void;
120
121#pragma endregion
122
123#pragma region static_variables
124
125#pragma endregion
126
127
128};
129}
sys::Json Stream
Definition AudioObject.h:20
Definition Collider.h:29
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:24
An indicator that loops through a parents' nodes children and can "select" them on keypress.
Definition Selector.h:32
Type
Definition System.h:20
@ ColliderSystem
Definition System.h:39
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:244
auto onUpdate(float dt) -> void override
called once every frame.
Definition ColliderSystem.cpp:62
Collider * lastHoveredCollider
Definition ColliderSystem.h:102
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition ColliderSystem.h:65
ColliderSystem()
Definition ColliderSystem.cpp:38
auto operator=(const ColliderSystem &other) -> ColliderSystem &
Definition ColliderSystem.cpp:48
std::vector< std::vector< Collider * > > colliders
Definition ColliderSystem.h:100
ColliderSystem(const ColliderSystem &other)=default
auto handleMouseClick() const -> void
Clicks the last hovered collider if one still exists.
Definition ColliderSystem.cpp:179
auto linkMessages() -> void
Definition ColliderSystem.cpp:251
Selector * lastFoundSelector
Definition ColliderSystem.h:103
~ColliderSystem() override=default
static auto getEnum() -> Type
function required by all systems
Definition ColliderSystem.h:39
auto removeCollider(const Collider *collider) -> void
Removes a collider from the multimap, typically called after it is deleted.
Definition ColliderSystem.cpp:197
auto onRender() -> void override
called every frame after update has been called for every object.
Definition ColliderSystem.cpp:144
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition ColliderSystem.h:56
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition ColliderSystem.cpp:148
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition ColliderSystem.cpp:165
auto operator=(ColliderSystem &&other) noexcept -> ColliderSystem &=default
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition ColliderSystem.cpp:160
auto addNewCollider(Collider *collider) -> void
Adds a new collider to the collider multimap so it can be checked for collisions later.
Definition ColliderSystem.cpp:174
auto onSceneStart(const std::string &sceneName) -> void override
Hook that is called before the first frame a scene is run, but after the entire scene is loaded into ...
Definition ColliderSystem.cpp:154
auto systemShowMenu() -> void override
Specific systems should override this function to show their specific menu for the system.
Definition ColliderSystem.cpp:131
the type of elements in a basic_json container
Definition GameObject.h:37
Definition Message.h:35