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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-12 22:45:12 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-12 22:45:12 +0100
commit23196be83778973d9688cc5d465e4e4a16476568 (patch)
tree91dee3b2c2e05d3b529cf537d12a7faf7ec21dc1 /src/crepe/manager/ReplayManager.h
parent297d621987c224db26eadfb9bde9235741387496 (diff)
add documentation
Diffstat (limited to 'src/crepe/manager/ReplayManager.h')
-rw-r--r--src/crepe/manager/ReplayManager.h52
1 files changed, 46 insertions, 6 deletions
diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h
index 7be18f3..d3af879 100644
--- a/src/crepe/manager/ReplayManager.h
+++ b/src/crepe/manager/ReplayManager.h
@@ -8,13 +8,14 @@
namespace crepe {
-class ReplaySystem;
-
typedef size_t recording_t;
/**
* \brief Replay manager
*
+ * The replay manager is responsible for creating, storing and restoring ComponentManager
+ * snapshots. Sequential snapshots can be recorded and replayed in combination with
+ * ReplaySystem.
*/
class ReplayManager : public Manager {
// TODO: Delete recordings at end of scene
@@ -22,31 +23,70 @@ public:
ReplayManager(Mediator & mediator);
public:
+ //! Start a new recording
void record_start();
+ /**
+ * \brief End the latest recording started by \c record_start()
+ * \returns Handle to recording
+ */
recording_t record_end();
+ /**
+ * \brief Play a recording
+ * \param handle Handle to recording (as returned by \c record_end())
+ */
void play(recording_t handle);
+ /**
+ * \brief Delete a recording from memory
+ * \param handle Handle to recording (as returned by \c record_end())
+ */
void release(recording_t handle);
public:
+ //! Internal state
enum State {
- IDLE,
- RECORDING,
- PLAYING,
+ IDLE, //!< Not doing anything
+ RECORDING, //!< Currently recording
+ PLAYING, //!< Currently playing back a recording
};
+ //! Get current internal state
State get_state() const;
public:
+ /**
+ * \brief Record a single frame to the current recording
+ *
+ * This function is called by ReplaySystem after the game programmer has called \c
+ * record_start()
+ */
void frame_record();
+ /**
+ * \brief Play the next frame of the current recording
+ *
+ * \returns `true` if the recording is finished playing
+ * \returns `false` if there are more frames
+ *
+ * This function also automatically resets the internal state from PLAYING to IDLE at the end
+ * of a recording.
+ */
bool frame_step();
private:
+ /**
+ * \brief Recording data
+ */
struct Recording {
+ //! Current frame being shown
size_t frame = 0;
+ //! All frames in recording
std::vector<ComponentManager::Snapshot> frames;
};
+ //! Internal state
State state = IDLE;
- OptionalRef<Recording> recording;
+ //! Current recording handle
recording_t id = -1;
+ //! Current recording data
+ OptionalRef<Recording> recording;
+ //! Recording storage
std::unordered_map<recording_t, std::unique_ptr<Recording>> memory;
};