Entity System API draft.

This commit is contained in:
Curle 2023-03-12 13:16:48 +00:00
parent 5c4137506b
commit 4ab31de209

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#pragma once
#include <string>
namespace SE {
// Forward declaration.
class EntityComponent;
/**
* A System is a routine that operates over the Components in an Entity.
* A System may be local to a given Entity, or it may be glboal to the Scene.
*
* Components must be registered to the System that works over them.
*
* TODO: Think of better names for these functions
*/
class EntitySystem {
public:
virtual ~EntitySystem();
virtual std::string& GetName() const = 0;
// Pre-Component Register
virtual void Initialize() {}
// Post-Component Register
virtual void Initialized() {}
// Pre-Component Unregister
virtual void Uninitialize() {}
// Post-Component Unregister
virtual void Uninitialized() {}
protected:
// Register a Component with this System
virtual void RegisterComponent(EntityComponent* component) = 0;
// Unregister a Component from this system
virtual void UnregisterComponent(EntityComponent* component) = 0;
// Update over all Components. TODO: Context?
virtual void Update() = 0;
};
}