Mechanism to elegantly cleanup components
See original GitHub issueUse case:
PhysicsComponent
contains a Box2D body. Every time either a component of this class is removed from an entity or the entity itself is removed from the engine, we need to callworld.destroyBody(component.body)
. It would be nice to have a mechanism to catch this event and act accordingly.
Options:
EntityListener
that processes entities in the family of entities with physics component that does the cleanup on entity removed from the family.- Make
ComponentListener
a public class and have something like this:
public interface ComponentListener {
public void componentAdded(Entity e, Component e);
public void componentRemoved(Entity e, Component e);
}
public class Engine {
public void addComponentListener(Class<? implements Component> componentClass, ComponentListener listener)
public void removeComponentListener(Class<? implements Component> componentClass, ComponentListener listener);
}
- Somehow reuse the
Entity
signaling system that already notifies engine of these events. Component
could implementDisposable
and theEngine
would calldispose()
if it implements the interface. Nasty because it adds logic to components.
What do you guys think would be best?
Issue Analytics
- State:
- Created 8 years ago
- Comments:8 (3 by maintainers)
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I would go for solution 2 for many reasons :
For now my workaround is to use PooledEngine and implements Poolable interface on my components which works but it doesn’t work with other engine implementation.
@saltares I think this topic should be reopened.
Since nothing really happened on this issue, I’ll just drop my solution here: https://gist.github.com/Desmaster/a05d669208a05f98e8074761af5aad98
Could be way more advanced, but it currently fits my needs.