Made string passing in World a little more effective
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@@ -21,15 +21,15 @@ public:
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// Register a component type and allocate space for it
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void RegisterComponent(ComponentInfo& ci);
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// Attach a component to an entity and fill it with default values
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ComponentWrapper AttachComponent(EntityID entity, std::string componentType);
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ComponentWrapper AttachComponent(EntityID entity, const std::string& componentType);
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// Check if an entity has a component
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bool HasComponent(EntityID entity, std::string componentType) const;
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bool HasComponent(EntityID entity, const std::string& componentType) const;
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// Get a component of an entity
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ComponentWrapper GetComponent(EntityID entity, std::string componentType);
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ComponentWrapper GetComponent(EntityID entity, const std::string& componentType);
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// Delete a component off an entity
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void DeleteComponent(EntityID entity, std::string componentType);
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void DeleteComponent(EntityID entity, const std::string& componentType);
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// Get all components of the specified type
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const ComponentPool* GetComponents(std::string componentType);
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const ComponentPool* GetComponents(const std::string& componentType);
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// Get entity parent
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EntityID GetParent(EntityID entity);
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// Change the parent of an entity
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@@ -66,7 +66,7 @@ void World::RegisterComponent(ComponentInfo& ci)
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}
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}
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ComponentWrapper World::AttachComponent(EntityID entity, std::string componentType)
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ComponentWrapper World::AttachComponent(EntityID entity, const std::string& componentType)
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{
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// TODO: Allocate dynamic pool if component isn't registered
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ComponentPool* pool = m_ComponentPools.at(componentType);
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@@ -80,26 +80,26 @@ ComponentWrapper World::AttachComponent(EntityID entity, std::string componentTy
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return c;
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}
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bool World::HasComponent(EntityID entity, std::string componentType) const
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bool World::HasComponent(EntityID entity, const std::string& componentType) const
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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return pool->KnowsEntity(entity);
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}
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ComponentWrapper World::GetComponent(EntityID entity, std::string componentType)
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ComponentWrapper World::GetComponent(EntityID entity, const std::string& componentType)
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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return pool->GetByEntity(entity);
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}
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void World::DeleteComponent(EntityID entity, std::string componentType)
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void World::DeleteComponent(EntityID entity, const std::string& componentType)
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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ComponentWrapper c = pool->GetByEntity(entity);
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return pool->Delete(c);
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}
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const ComponentPool* World::GetComponents(std::string componentType)
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const ComponentPool* World::GetComponents(const std::string& componentType)
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{
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auto it = m_ComponentPools.find(componentType);
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return (it != m_ComponentPools.end()) ? it->second : nullptr;
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