55 lines
2.2 KiB
C
55 lines
2.2 KiB
C
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef IENTITYSYSTEM_INCLUDED
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#define IENTITYSYSTEM_INCLUDED
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// What is an entity?
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// I define it to be the glue that holds all the useful components that might be present together
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// Position seems somehow special. Lots of things care about positions and positions without physics can make sense.
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// Entities include static geometry, Pneumata, some interface elements?
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#include "../Common/AUVec3f.inl"
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#include "../RuntimeCompiler/AUArray.h"
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#include "ISystem.h"
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#include "IEntity.h"
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#include <vector>
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struct IEntitySystem : public ISystem
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{
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/// ISystem interface
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//SErrorDescriptor UnitTest(ILogSystem *pLog); // Giving a logger is optional
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/// New methods
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virtual ~IEntitySystem() {};
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virtual void Reset() = 0;
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// Consider renaming with Entity in there?
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virtual AUEntityId Create(const char * sName = NULL) = 0; // Create a new, empty entity of this type
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virtual bool Destroy(AUEntityId nId) = 0; // Cleanup and destroy an existing entity. Returns false iff no such id.
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virtual IAUEntity * Get(AUEntityId id) = 0;
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virtual IAUEntity * Get(const char * sName) = 0; // Get first entity that matches this name (not sure if we want to enforce name uniqueness?)
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virtual void GetAll(IAUDynArray<AUEntityId> &entities) const = 0;
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};
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#endif // IENTITYSYSTEM_INCLUDED
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