SPARK
0.1.0
A general purpose game engine written in C++.
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A registry used to create Component instances and get serialization objects for it. More...
#include <Registries.h>
Public Member Functions | |
ComponentRegistry () | |
Instantiate a new ComponentRegistry with the default Component types. | |
template<typename T > requires std::derived_from<T, core::Component> | |
void | registerType () |
Registers a new Component into the registry. | |
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Factory (const Factory &other)=delete | |
Factory (Factory &&other) noexcept=default | |
Factory & | operator= (const Factory &other)=delete |
Factory & | operator= (Factory &&other) noexcept=default |
void | registerType (const std::string &key) |
Registers a type the factory can create. | |
BasePtr | create (const std::string &key, Args &&... args) const |
Creates an object of type BaseType. Throws an exception if the type is not registered. | |
BasePtr | createOrFail (const std::string &key, Args &&... args) const noexcept |
Creates an object of type BaseType. | |
std::vector< std::string > | registeredTypes () const noexcept |
Gets a vector of all registered types in the factory. | |
Additional Inherited Members | |
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using | BasePtr |
using | CreatorPtr |
A registry used to create Component instances and get serialization objects for it.
This is a factory used to deserialize components instances from a game save.
void spark::core::ComponentRegistry::registerType | ( | ) |