ULRE/inc/hgl/component/Component.h

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#pragma once
#include<hgl/type/DataType.h>
#include<hgl/type/SortedSet.h>
#include<hgl/type/List.h>
/**
* Component/Data/Manager
*
* AMD FidelityFX
*
* AMD FidelityFX中Component存放于Entity下SceneNode
* Entity还是SceneNodeComponent的管理
*
* ComponentData是每个Component的数据Component或是其它模块提供数据
* ComponentManager是Component的管理器Component的创建
*
* Component是组件的基类
*
*
* RenderComponent是可渲染组件的基类Component
*
* PrimitiveComponent是图元组件的基类RenderComponent
* Component都必须是一个有3D空间的几何图元
* PrimitiveComponent提供数据进行计算
*
* StaticMeshComponent是静态网格组件PrimitiveComponent实现
*
*/
#define COMPONENT_NAMESPACE hgl::graph
#define COMPONENT_NAMESPACE_BEGIN namespace COMPONENT_NAMESPACE {
#define COMPONENT_NAMESPACE_END }
COMPONENT_NAMESPACE_BEGIN
class ComponentManager;
class SceneNode;
struct ComponentData{};
/**
* <br>
*
*/
class Component
{
SceneNode * OwnerNode;
ComponentManager * Manager;
ComponentData * Data;
public:
Component()=delete;
Component(SceneNode *sn,ComponentData *cd,ComponentManager *cm)
{
OwnerNode=sn;
Data=cd;
Manager=cm;
}
virtual ~Component()=default;
public:
SceneNode * GetOwnerNode()const{return OwnerNode;}
ComponentManager * GetManager ()const{return Manager;}
ComponentData * GetData ()const{return Data;}
public:
virtual void Update(const double delta_time)=0;
public: //事件
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
};//class Component
using ComponentSet=SortedSet<Component *>;
class ComponentManager
{
ComponentSet component_set;
public:
virtual ~ComponentManager()=default;
public:
virtual size_t ComponentHashCode()const=0;
virtual Component * CreateComponent(SceneNode *,ComponentData *)=0;
int GetComponentCount()const{return component_set.GetCount();}
ComponentSet & GetComponents(){return component_set;}
int GetComponents(List<Component *> &comp_list,SceneNode *);
virtual void UpdateComponents(const double delta_time);
virtual void JoinComponent(Component *c){if(!c)return;component_set.Add(c);}
virtual void UnjonComponent(Component *c){if(!c)return;component_set.Delete(c);}
public: //事件
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
};//class ComponentManager
COMPONENT_NAMESPACE_END