2024-06-01 22:03:39 +00:00
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#pragma once
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#include <functional>
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2024-07-29 17:58:33 +00:00
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#include <memory>
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#include "entity.h"
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2024-06-01 22:03:39 +00:00
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namespace engine {
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2024-07-29 17:58:33 +00:00
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class CustomBehaviourSystem; // foward-dec
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class Scene; // forward-dec
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class ComponentCustomImpl {
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friend CustomBehaviourSystem; // to set scene and entity on init
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protected:
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Scene* m_scene = nullptr;
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Entity m_entity = 0u;
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public:
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ComponentCustomImpl() = default;
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ComponentCustomImpl(const ComponentCustomImpl&) = delete;
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virtual ~ComponentCustomImpl() = 0;
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virtual void init() {}
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virtual void update(float dt) {}
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};
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inline ComponentCustomImpl::~ComponentCustomImpl() {}
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2024-06-01 22:03:39 +00:00
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struct CustomComponent {
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2024-07-29 17:58:33 +00:00
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std::unique_ptr<ComponentCustomImpl> impl;
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2024-06-01 22:03:39 +00:00
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};
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} // namespace engine
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