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#ifndef UIELEMENT_H
#define UIELEMENT_H
#include "Game/Systems/UI/UITextures/uitexture.h"
#include "Game/TypeMap.h"
#include <memory>
class UIElement
{
public:
UIElement();
template <typename T>
void addComponent(std::unique_ptr<T> &&component){
m_components.put<T>(std::forward<std::unique_ptr<T>>(component));
}
template <typename T>
bool hasComponent(){
return m_components.contains<T>();
}
template <class T>
T* getComponent(){
auto comp = m_components.find<T>();
assert(comp != m_components.end());
return static_cast<T*>(comp->second.get());
}
template <class T>
void removeComponent(){
m_components.remove<T>();
}
private:
TypeMap<std::unique_ptr<UITexture>> m_components;
};
#endif // UIELEMENT_H
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