feat: add "Add component" button
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@@ -5,6 +5,7 @@
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/GameObject.h>
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@@ -17,6 +18,13 @@ public:
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Registry()[typeName] = std::move(createFn);
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}
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template <typename TComponent>
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static void Register(const char* typeName) {
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Register(std::string{typeName}, [](GameObject& owner) -> Component* {
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return owner.AddComponent<TComponent>();
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});
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}
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static Component* Create(const std::string& typeName, GameObject& owner) {
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const auto it = Registry().find(typeName);
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@@ -31,6 +39,15 @@ public:
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return Registry().contains(typeName);
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}
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[[nodiscard]] static std::vector<std::string> GetRegisteredTypeNames() {
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std::vector<std::string> typeNames;
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typeNames.reserve(Registry().size());
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for (const auto& [typeName, _] : Registry()) {
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typeNames.push_back(typeName);
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}
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return typeNames;
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}
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private:
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static std::unordered_map<std::string, CreateFn>& Registry() {
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static std::unordered_map<std::string, CreateFn> registry;
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@@ -0,0 +1,27 @@
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#ifndef DESTRUM_ENGINECOMPONENTLIST_H
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#define DESTRUM_ENGINECOMPONENTLIST_H
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// Keep the component manifest in one place. Consumers define X before
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// expanding one of these lists to generate registration or other metadata.
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#include <destrum/Components/Animator.h>
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#include <destrum/Components/MeshRendererComponent.h>
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#include <destrum/Components/OrbitAndSpin.h>
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#include <destrum/Components/Rotator.h>
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#include <destrum/Components/Spinner.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/SphereCollider.h>
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#define DESTRUM_ENGINE_COMPONENTS(X) \
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X(MeshRendererComponent) \
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X(Rotator) \
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X(Spinner) \
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X(OrbitAndSpin) \
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X(Animator) \
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X(Rigidbody) \
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X(BoxCollider) \
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X(SphereCollider) \
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X(CapsuleCollider)
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#endif // DESTRUM_ENGINECOMPONENTLIST_H
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