Files
khaotic-engine-Reborn/enginecustom/src/inc/system/ecs/entity.h
CatChow0 76fdd3c76e Patch - Adds component shutdown functionality - V13.6.1
Implements a shutdown mechanism for components and entities,
ensuring proper resource release and preventing memory leaks.

This change introduces a virtual `Shutdown` method to the
`Component` class, allowing derived components to release
specific resources when they are removed from an entity or
when the entity is destroyed. The `Entity` class now calls
the `Shutdown` method on all its components during its own
release process. The `EntityManager` now calls the
`release()` method when destroying an entity.

This enhancement ensures that resources, such as FMOD sound
objects and channels in the `AudioComponent`, are properly
released, preventing potential resource leaks and improving
the stability of the engine.
2025-09-17 16:47:01 +02:00

210 lines
6.0 KiB
C++

#pragma once
#include "component.h"
#include <unordered_map>
#include <vector>
#include <memory>
#include <algorithm>
#include <cassert>
#include <WICTextureLoader.h>
#include <d3d11.h>
#include "camera_class.h"
#include <Fmod/core/inc/fmod.hpp>
namespace ecs {
/**
* Type alias for a unique identifier for an entity.
*/
using EntityID = uint32_t;
class Entity : public std::enable_shared_from_this<Entity> {
public:
/**
* Builder for an Entity with a unique ID.
*/
explicit Entity(EntityID id) : m_ID(id) {}
~Entity() = default;
/**
* No copy constructor or assignment operator to prevent copying.
*/
Entity(const Entity&) = delete;
Entity& operator=(const Entity&) = delete;
/**
* Move constructor and assignment operator to allow moving entities.
*/
Entity(Entity&&) = default;
Entity& operator=(Entity&&) = default;
/**
* Get the unique identifier for the entity.
* @return The unique ID of the entity.
*/
EntityID GetID() const { return m_ID; }
/**
* Add a component of type T to the entity.
* If the component already exists, it returns the existing component.
* @tparam T
* @param args Arguments to construct the component.
* @return A shared pointer to the added or existing component.
*/
template<typename T, typename... Args>
std::shared_ptr<T> AddComponent(Args&&... args) {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
// Vérifier si le composant existe déjà
if (m_Components.find(typeID) != m_Components.end()) {
return std::static_pointer_cast<T>(m_Components[typeID]);
}
// Créer et ajouter le composant
auto component = std::make_shared<T>(std::forward<Args>(args)...);
m_Components[typeID] = component;
component->SetParent(shared_from_this());
// Initialiser le composant
component->Initialize();
return component;
}
/**
* Get a component of type T from the entity.
* @tparam T
* @return A shared pointer to the component if it exists, nullptr otherwise.
*/
template<typename T>
std::shared_ptr<T> GetComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
return std::static_pointer_cast<T>(it->second);
}
return nullptr;
}
/**
* Check if the entity has a component of type T.
* @tparam T
* @return true if the entity has the component, false otherwise.
*/
template<typename T>
bool HasComponent() const {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
return m_Components.find(typeID) != m_Components.end();
}
/**
* Remove a component of type T from the entity.
* @tparam T
*/
template<typename T>
void RemoveComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
m_Components.erase(it);
}
}
/**
* Update all components of the entity.
* @param deltaTime
*/
void UpdateComponents(float deltaTime) {
for (auto& [typeID, component] : m_Components) {
component->Update(deltaTime);
}
}
/**
* Get all components of the entity.
* @return A constant reference to the map of components.
*/
const std::unordered_map<ComponentTypeID, ComponentPtr>& GetAllComponents() const {
return m_Components;
}
/**
* Set the main camera of the scene to be used by components like AudioComponent.
* @param camera
*/
void SetCamera(camera_class* camera) {m_camera = camera; }
/**
* Get the main camera of the scene.
* @return A pointer to the main camera.
*/
camera_class* GetCamera() const { return m_camera; }
/**
* Set the FMOD sound system to be used by components like AudioComponent.
* @param soundSystem
*/
void SetSoundSystem(FMOD::System* soundSystem) {m_soundSystem = soundSystem; }
/**
* Get the FMOD sound system.
* @return A pointer to the FMOD sound system.
*/
FMOD::System* GetSoundSystem() const { return m_soundSystem; }
/**
* Release all data associated with the entity.
* This includes clearing all components and resetting the camera and sound system pointers.
*/
void release()
{
// call shutdown on all components if needed
for (auto& [typeID, component] : m_Components) {
// If components had a shutdown method, we would call it here
component->Shutdown();
}
m_Components.clear();
m_camera = nullptr;
m_soundSystem = nullptr;
}
void SetDevice (ID3D11Device* dev) { device = dev; }
void SetContext(ID3D11DeviceContext* ctx) { context = ctx; }
ID3D11Device* GetDevice() const { return device; }
ID3D11DeviceContext* GetContext() const { return context; }
private:
/**
* Unique identifier for the entity.
*/
EntityID m_ID;
/**
* Map to hold components associated with the entity.
* The key is the type ID of the component, and the value is a shared pointer to the component.
*/
std::unordered_map<ComponentTypeID, ComponentPtr> m_Components;
// camera
camera_class* m_camera = nullptr;
// FMOD sound system
FMOD::System* m_soundSystem = nullptr;
ID3D11Device* device;
ID3D11DeviceContext* context;
};
} // namespace ecs