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GameObject.h
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1
9// ____ __ __ __
10// /\__ _\/\ \ /\ \/\ \
11// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
12// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
13// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
14// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
15// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
16
17#pragma once
18
19
20#include <string>
21#include <memory>
22
23#include "System/Json.h"
25
26class Engine;
27class Node;
28template <class>
30
31namespace sys
32{
33class SceneManager;
34}
35
36class Entity;
40namespace gobj
41{
42struct PathNode;
43
44enum class Type
45{
46 null_obj_type = 0, // reserved for uninitialized or invalid objects
47 no_parent_type = 100, // reserved for Engine
48 Engine = 200,
49 Root = 300, // object held by root node. see Root.h
50 Node = 400,
52 System = 600,
53 Entity = 700,
54 Component = 800,
55 Action = 900,
56};
57
58}
59
60namespace gobj
61{
62using UUID = unsigned int; // replace with boost later
63}
64
65using RenderLayer = unsigned int; // replace with a real enum
66using Stream = sys::Json; // replace with whatever stream we are using
67
68
69static unsigned int ObjectCount = 0;
70
77{
78public:
80 class Key;
81
83 friend gobj::PathNode;
84 friend Entity;
85 friend sys::SceneManager;
86 friend Node;
88 friend Engine;
89
90#pragma region big_6_functions
91
102 virtual ~GameObject(); //possibly declare noexcept
103
108 GameObject(const GameObject& other);
114 auto operator=(const GameObject& other) -> GameObject&;
119 GameObject(GameObject&& other) noexcept;
125 auto operator=(GameObject&& other) noexcept -> GameObject&;
126
127#pragma endregion
128
129#pragma region abstract functions
130
136 virtual auto clone() const -> std::unique_ptr<GameObject> = 0;
137
138
146 virtual auto update(float dt) -> void;
147
148private:
156 virtual auto onUpdate(float dt) -> void = 0;
157
158public:
164 virtual auto endWindow() -> void = 0; // for debug ImGUI
165
166
175 virtual auto render() -> void;
176
177private:
184 virtual auto onRender() -> void = 0;
185
186public:
191 virtual auto load(const Stream& stream) -> void = 0;
192
197 virtual auto save(Stream& stream) const -> void = 0;
198
202 virtual auto destroy() -> void;
203
211 virtual auto showMenu() -> void
212 {
213 }
214
220 virtual auto onEnterEngine() -> void
221 {
222 }
223
229 virtual auto onSceneStart(const std::string& sceneName) -> void
230 {
231 }
232
238 virtual auto onSceneExit(const std::string& sceneName) -> void
239 {
240 }
241
247 virtual auto for_each(std::function<void(GameObject&)> func) -> void;
248
254 virtual auto for_each(std::function<void(const GameObject&)> func) const -> void;
255
256#pragma endregion
257
258
259#pragma region parent_functions
269 virtual auto getParent() const -> GameObject*;
270
278 [[nodiscard("Parenting may fail")]] virtual auto parentTo(GameObject* newParent) -> bool;
279
289 [[nodiscard]] auto getInternalParent() const -> GameObject*;
290
291
292#pragma endregion
293
294#pragma region child_functions
295
305 [[nodiscard("adding child may fail")]]
306 virtual auto addChild(std::unique_ptr<GameObject> newChild) -> bool;
307
308
309#pragma endregion
310
316 [[nodiscard]] virtual auto getKey() const -> Key;
317
318 [[nodiscard]] auto destroyed() const -> bool;
319 [[nodiscard]] auto getUUID() const -> gobj::UUID;
320 [[nodiscard]] auto isUUID(gobj::UUID compareUUID) const -> bool;
325 [[nodiscard]] auto getName() const -> const std::string&;
330 [[nodiscard]] auto getNickname() const -> const std::string&;
336 [[nodiscard]] auto getFormattedName() const -> const std::string&;
337
344 [[nodiscard]] auto nameEquals(const std::string& compareString) const -> bool;
345
352 [[nodiscard]] auto isType(gobj::Type otherType) const -> bool;
357 [[nodiscard]] auto getObjectType() const -> gobj::Type;
358
364 auto setNickname(const std::string& newNickname) -> void;
365
369 [[nodiscard]] auto updates() const -> bool;
370
374 [[nodiscard]] auto renders() const -> bool;
375
379 [[nodiscard]] auto receivesMessages() const -> bool;
380
384 [[nodiscard]] auto isActive() const -> bool;
385
390 virtual auto setShouldUpdate(bool _shouldUpdate) -> void;
391
396 virtual auto setShouldRender(bool _shouldRender) -> void;
397
402 virtual auto setShouldReceiveMessages(bool _shouldReceiveMessages) -> void;
403
408 auto setActive(bool shouldBeActive) -> void;
409
414 class Key
415 {
416 public:
417 Key(gobj::UUID uuid, gobj::Type type, unsigned short subtype);
418 auto getUUID() const -> gobj::UUID;
419 auto getType() const -> gobj::Type;
420 auto getSubtype() const -> unsigned short;
430 friend auto operator<(const Key& lhs, const Key& rhs) -> bool;
431
432 private:
437
442
447 unsigned short subtype;
448 };
449
450protected:
461 auto setInternalParent(GameObject* parent) -> bool;
462
468 auto getGameObjectJson() const -> json;
469
475 auto setGameObjectJson(const json& stream) -> void;
476
481 virtual auto getChildren() const -> std::shared_ptr<std::vector<GameObject*>>;
482
487 auto checkAddToSceneHook() -> void;
488
489private:
493 const gobj::UUID uuid;
507 gobj::Type type;
517
521 bool shouldUpdate = true;
522
526 bool shouldRender = true;
527
532
537 bool inEngine = false;
538
545 std::string typeName;
550 std::string nickname;
551
555 mutable std::string formattedName;
556
557
561 auto calculateFormattedName() const -> void;
562};
563
564namespace gobj
565{
573auto operator<(const GameObject& lhs, const GameObject& rhs) -> bool;
574}
sys::Json Stream
Definition AudioObject.h:20
auto operator<(const GameObject::Key &lhs, const GameObject::Key &rhs) -> bool
Definition GameObject.cpp:440
unsigned int RenderLayer
Definition GameObject.h:65
static unsigned int ObjectCount
Definition GameObject.h:69
nlohmann::json json
Definition Json.cpp:19
Definition Action.h:131
A container for child objects.
Definition ChildrenHandeler.h:42
Definition Component.h:28
Definition Engine.h:25
Definition Entity.h:39
a Key class to be used as a key when holding GameObjects (or unique pointers to game objects) in <key...
Definition GameObject.h:415
auto getType() const -> gobj::Type
Definition GameObject.cpp:329
gobj::UUID uuid
the UUID of the GameObject the Key was generated from
Definition GameObject.h:436
auto getSubtype() const -> unsigned short
Definition GameObject.cpp:334
gobj::Type type
the type of the GameObject the Key was generated from
Definition GameObject.h:441
Key(gobj::UUID uuid, gobj::Type type, unsigned short subtype)
Definition GameObject.cpp:317
unsigned short subtype
Definition GameObject.h:447
the base class for the engine, most things inherit from this.
Definition GameObject.h:77
std::string formattedName
the combined name of the GameObject.
Definition GameObject.h:555
virtual auto setShouldReceiveMessages(bool _shouldReceiveMessages) -> void
set whether the GameObject should Receive Messags, and whether all of it's children should receive me...
Definition GameObject.cpp:302
virtual auto onSceneStart(const std::string &sceneName) -> void
Hook that is called before the first frame a scene is run, but after the entire scene is loaded into ...
Definition GameObject.h:229
auto getUUID() const -> gobj::UUID
Definition GameObject.cpp:208
virtual auto onUpdate(float dt) -> void=0
called once every frame.
auto receivesMessages() const -> bool
Definition GameObject.cpp:280
auto getObjectType() const -> gobj::Type
gets the internal type of the GameObject, as an enum
Definition GameObject.cpp:265
virtual auto onRender() -> void=0
called every frame after update has been called for every object.
virtual auto onSceneExit(const std::string &sceneName) -> void
Hook that is called right before a scene is unloaded To receive the hook, simply override the functio...
Definition GameObject.h:238
virtual auto getParent() const -> GameObject *
Gets the parent of a GameObject.
Definition GameObject.cpp:173
gobj::Type parentType
Definition GameObject.h:503
auto isType(gobj::Type otherType) const -> bool
check whether the GameObject is the same as a given type.
Definition GameObject.cpp:260
auto setGameObjectJson(const json &stream) -> void
used for deserializing GameObjects
Definition GameObject.cpp:360
virtual auto update(float dt) -> void
called once every frame.
Definition GameObject.cpp:125
bool isDestroyed
whether the GameObject has been destroyed, and if it should be deleted at the end of the frame.
Definition GameObject.h:497
virtual auto onEnterEngine() -> void
hook that is called when a GameObject enters the Engine tree.
Definition GameObject.h:220
auto getInternalParent() const -> GameObject *
returns the actual owning parent of the GameObject
Definition GameObject.cpp:339
friend Entity
Definition GameObject.h:84
auto getGameObjectJson() const -> json
Used for serializing GameObjects.
Definition GameObject.cpp:344
auto updates() const -> bool
Definition GameObject.cpp:270
virtual auto load(const Stream &stream) -> void=0
Implementations will load the state of a GameObject from a th::Json Object.
std::string typeName
the typeName of a GameObject.
Definition GameObject.h:545
GameObject * internalParent
The GameObject that owns and manages this GameObject.
Definition GameObject.h:512
auto getNickname() const -> const std::string &
Gets the nickname (custom, writable name) of a GameObject.
Definition GameObject.cpp:230
friend ChildrenHandeler
Definition GameObject.h:87
auto getFormattedName() const -> const std::string &
combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
Definition GameObject.cpp:240
bool shouldRender
whether the GameObject and it's children render
Definition GameObject.h:526
auto getName() const -> const std::string &
Gets the type of the object as a string.
Definition GameObject.cpp:225
friend Node
Definition GameObject.h:86
auto setActive(bool shouldBeActive) -> void
set the GameObject should update, render, and receive messages
Definition GameObject.cpp:310
const gobj::UUID uuid
a unique ID for each GameObject
Definition GameObject.h:493
auto setNickname(const std::string &newNickname) -> void
sets the GameObjects nickname.
Definition GameObject.cpp:249
auto checkAddToSceneHook() -> void
Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.
Definition GameObject.cpp:385
virtual auto showMenu() -> void
Called before update each frame, for calling ImGui editor code relevant to the gameObject.
Definition GameObject.h:211
auto calculateFormattedName() const -> void
helper function for updating the formatted name, called when we set a nickname, or lazily when we req...
Definition GameObject.cpp:235
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
gobj::Type type
What type this GameObject is, for type checking, and safe casts.
Definition GameObject.h:507
auto isActive() const -> bool
Definition GameObject.cpp:285
auto isUUID(gobj::UUID compareUUID) const -> bool
Definition GameObject.cpp:214
virtual auto destroy() -> void
Marks an GameObject to be destroyed.
Definition GameObject.cpp:157
friend Engine
Definition GameObject.h:88
virtual auto getChildren() const -> std::shared_ptr< std::vector< GameObject * > >
gets a vector of a GameObjects public (i.e.
Definition GameObject.cpp:380
virtual auto clone() const -> std::unique_ptr< GameObject >=0
makes a copy a GameObject even if it's held polymorphically
virtual auto parentTo(GameObject *newParent) -> bool
Sets the GameObject as a child of another GameObject.
Definition GameObject.cpp:184
virtual auto render() -> void
called every frame after update has been called for every object.
Definition GameObject.cpp:139
auto nameEquals(const std::string &compareString) const -> bool
check whether a GameObjects typeName is equivilent to a given string.
Definition GameObject.cpp:255
RenderLayer renderLayer
Currently unused, the z layer an GameObject will be drawn on.
Definition GameObject.h:516
auto operator=(const GameObject &other) -> GameObject &
copy assignment operator
Definition GameObject.cpp:56
virtual auto setShouldUpdate(bool _shouldUpdate) -> void
set whether the GameObject should update every frame, and whether all of it's children should update ...
Definition GameObject.cpp:290
bool shouldReceiveMessages
whether the GameObject and it's children receive messages
Definition GameObject.h:531
std::string nickname
the nickname of a GameObject is used to identify in the editor.
Definition GameObject.h:550
auto setInternalParent(GameObject *parent) -> bool
sets the internal parent of a GameObject directly, avoiding abstractions provided by ParentTo().
Definition GameObject.cpp:400
virtual ~GameObject()
destructor for GameObject.
Definition GameObject.cpp:34
virtual auto for_each(std::function< void(GameObject &)> func) -> void
applies a function to every child.
Definition GameObject.cpp:163
auto renders() const -> bool
Definition GameObject.cpp:275
bool inEngine
whether the GameObject is current in the Engine, underneath SceneManager Used for making sure the Gam...
Definition GameObject.h:537
virtual auto endWindow() -> void=0
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
virtual auto save(Stream &stream) const -> void=0
Implementations will load the state of a GameObject to a th::Json object.
auto destroyed() const -> bool
Definition GameObject.cpp:202
virtual auto setShouldRender(bool _shouldRender) -> void
set whether the GameObject should render every frame, and whether all of it's children should render ...
Definition GameObject.cpp:296
virtual auto addChild(std::unique_ptr< GameObject > newChild) -> bool
Adds a child to a GameObject.
Definition GameObject.cpp:190
virtual auto getKey() const -> Key
Generates a unique Key that corresponds to the GameObject.
Definition GameObject.cpp:219
bool shouldUpdate
whether the GameObject and it's children updates
Definition GameObject.h:521
Manages the heirarchical structure between Systems and Entities.
Definition Node.h:41
Definition Root.h:22
Definition System.h:17
Definition Json.h:32
Definition SceneManager.h:57
namespace for things relating to GameObject, other than GameObject itself
Definition Entity.h:309
Type
Definition GameObject.h:45
@ no_parent_type
Definition GameObject.h:47
@ null_obj_type
Definition GameObject.h:46
@ ChildrenHandler
Definition GameObject.h:51
unsigned int UUID
Definition GameObject.h:62
the type of elements in a basic_json container
Definition GameObject.h:32
internal type for computing Paths
Definition PathNode.h:37