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