In my experimental game engine I'm currently creating some game sub-systems out on the heap with raw pointers. Basically, my derived classes use their constructors to call a protected constructor within base which news up these sub-systems for them. My code for this is like so:
Entity.h (Base class)
#pragma once
#include <memory>
namespace BlazeGraphics{ class Graphics; }
namespace BlazePhysics{ class Physics; }
namespace BlazeInput{ class Controller; }
namespace BlazeGameWorld
{
class Entity
{
protected:
Entity(BlazeGraphics::Graphics* renderer, BlazePhysics::Physics* physics, BlazeInput::Controller* controller);
BlazeGraphics::Graphics* renderer;
BlazePhysics::Physics* physics;
BlazeInput::Controller* controller;
};
}
Entity.cpp
#include "Graphics/Graphics.h"
#include "Input/Controller.h"
#include "Physics/Physics.h"
#include "Input/Input.h"
#include "Entity.h"
namespace BlazeGameWorld
{
Entity::Entity()
{}
Entity::Entity(BlazeGraphics::Graphics* renderer, BlazePhysics::Physics* physics, BlazeInput::Controller* controller) :
renderer(renderer),
physics(physics),
controller(controller),
position(0.0f, 0.0f),
velocity(0.0f, 0.0f)
{
}
Entity::~Entity()
{
}
}
Player.cpp (Derived)
#include "Graphics/Graphics.h"
#include "Input/Input.h"
#include "Input/PlayerController.h"
#include "Physics/Physics.h"
#include "Player.h"
namespace BlazeGameWorld
{
Player::Player() :
Entity(new BlazeGraphics::Graphics, new BlazePhysics::Physics, new BlazeInput::PlayerController)
{
}
Player::~Player()
{
}
}
How would I update() this code to properly utilize C++11's unique_ptr? I'm having trouble figuring out how to initialize this smart ptr properly in my classes.
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