engine/include/component_custom.h

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#pragma once
#include <functional>
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#include <memory>
#include "entity.h"
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namespace engine {
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class CustomBehaviourSystem; // foward-dec
class Scene; // forward-dec
class ComponentCustomImpl {
friend CustomBehaviourSystem; // to set scene and entity on init
protected:
Scene* m_scene = nullptr;
Entity m_entity = 0u;
public:
ComponentCustomImpl() = default;
ComponentCustomImpl(const ComponentCustomImpl&) = delete;
virtual ~ComponentCustomImpl() = 0;
virtual void init() {}
virtual void update(float dt) {}
};
inline ComponentCustomImpl::~ComponentCustomImpl() {}
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struct CustomComponent {
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std::unique_ptr<ComponentCustomImpl> impl;
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};
} // namespace engine