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Bomberman/lib/wal/sources/System/System.hpp
2021-06-03 22:42:38 +02:00

50 lines
1.7 KiB
C++

//
// Created by Zoe Roux on 2021-05-14.
//
#pragma once
#include <chrono>
#include <vector>
#include <typeinfo>
#include <typeindex>
#include "Entity/Entity.hpp"
namespace WAL
{
//! @brief A base system of WAL
class System
{
private:
//! @brief The list of dependencies of this system
std::vector<std::type_index> _dependencies = {};
public:
//! @brief A virtual, default, destructor
virtual ~System() = default;
//! @brief A system can be moved
System(System &&) = default;
//! @brief Get the name of the component corresponding to this system.
const std::vector<std::type_index> &getDependencies() const;
//! @brief Update the corresponding component of the given entity
//! @param entity The entity to update.
//! @param dtime The delta time.
virtual void onUpdate(Entity &entity, std::chrono::nanoseconds dtime);
//! @brief An alternative of onUpdate that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
//! @param entity The entity to update.
virtual void onFixedUpdate(Entity &entity);
//! @brief A method called after all entities that this system manage has been updated.
virtual void onSelfUpdate();
protected:
//! @brief A system can't be instantiated, it should be derived.
explicit System(std::vector<std::type_index> dependencies);
//! @brief A system can't be instantiated, it should be derived.
System(const System &) = default;
//! @brief A system can't be instantiated, it should be derived.
System &operator=(const System &) = default;
};
} // namespace WAL