aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/manager/ReplayManager.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/manager/ReplayManager.h')
-rw-r--r--src/crepe/manager/ReplayManager.h96
1 files changed, 96 insertions, 0 deletions
diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h
new file mode 100644
index 0000000..f06a58b
--- /dev/null
+++ b/src/crepe/manager/ReplayManager.h
@@ -0,0 +1,96 @@
+#pragma once
+
+#include <unordered_map>
+
+#include "../util/OptionalRef.h"
+
+#include "ComponentManager.h"
+#include "Manager.h"
+
+namespace crepe {
+
+//! Handle to recording held by ReplayManager
+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
+
+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, //!< 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;
+ //! 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;
+};
+
+} // namespace crepe