diff options
Diffstat (limited to 'src/crepe/manager')
-rw-r--r-- | src/crepe/manager/ComponentManager.h | 24 | ||||
-rw-r--r-- | src/crepe/manager/ReplayManager.cpp | 7 | ||||
-rw-r--r-- | src/crepe/manager/ReplayManager.h | 52 | ||||
-rw-r--r-- | src/crepe/manager/SystemManager.h | 24 |
4 files changed, 99 insertions, 8 deletions
diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index 457a196..c3a5b4a 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -142,19 +142,39 @@ public: template <typename T> RefVector<T> get_components_by_tag(const std::string & tag) const; + //! Snapshot of single component (including path in \c components) struct SnapshotComponent { + //! \c components path std::type_index type; + //! \c components path game_object_id_t id; + //! \c components path size_t index; + //! Actual component snapshot std::unique_ptr<Component> component; }; + //! Snapshot of the entire component manager state struct Snapshot { + //! All components + std::vector<SnapshotComponent> components; // TODO: some kind of hash code that ensures components exist in all the same places as // this snapshot - std::vector<SnapshotComponent> components; }; + /** + * \name ReplayManager (Memento) functions + * \{ + */ + /** + * \brief Save a snapshot of the component manager state + * \returns Deep copy of the component manager's internal state + */ Snapshot save(); - void restore(const Snapshot &); + /** + * \brief Restore component manager from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ + void restore(const Snapshot & snapshot); + //! \} private: /** diff --git a/src/crepe/manager/ReplayManager.cpp b/src/crepe/manager/ReplayManager.cpp index ab8a5a0..db6acb0 100644 --- a/src/crepe/manager/ReplayManager.cpp +++ b/src/crepe/manager/ReplayManager.cpp @@ -38,6 +38,9 @@ void ReplayManager::release(recording_t handle) { } void ReplayManager::frame_record() { + if (this->state != RECORDING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + ComponentManager & components = this->mediator.component_manager; Recording & recording = this->recording; @@ -46,6 +49,9 @@ void ReplayManager::frame_record() { } bool ReplayManager::frame_step() { + if (this->state != PLAYING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + ComponentManager & components = this->mediator.component_manager; Recording & recording = this->recording; @@ -58,6 +64,7 @@ bool ReplayManager::frame_step() { // end of recording recording.frame = 0; this->state = IDLE; + this->recording.clear(); return true; } 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; }; diff --git a/src/crepe/manager/SystemManager.h b/src/crepe/manager/SystemManager.h index 6cf7f2b..a47961b 100644 --- a/src/crepe/manager/SystemManager.h +++ b/src/crepe/manager/SystemManager.h @@ -1,11 +1,21 @@ #pragma once +#include <typeindex> +#include <unordered_map> +#include <memory> + #include "../system/System.h" #include "Manager.h" namespace crepe { +/** + * \brief Collection of all systems + * + * This manager aggregates all systems and provides utility functions to retrieve references to + * and update systems. + */ class SystemManager : public Manager { public: SystemManager(Mediator &); @@ -50,9 +60,23 @@ public: T & get_system(); public: + /** + * \brief SystemManager snapshot + * + * The SystemManager snapshot only stores which systems are active + */ typedef std::unordered_map<std::type_index, bool> Snapshot; + /** + * \brief Save a snapshot of the systems' state + * \returns Copy of each system's active property + */ Snapshot save(); + /** + * \brief Restore system active state from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ void restore(const Snapshot & snapshot); + //! Disable all systems void disable_all(); }; |