diff options
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/Component.cpp | 5 | ||||
-rw-r--r-- | src/crepe/Component.h | 8 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 35 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.h | 21 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.hpp | 34 | ||||
-rw-r--r-- | src/crepe/manager/ComponentManager.h | 24 | ||||
-rw-r--r-- | src/crepe/manager/ReplayManager.h | 17 |
7 files changed, 103 insertions, 41 deletions
diff --git a/src/crepe/Component.cpp b/src/crepe/Component.cpp index acfd35c..141e1a8 100644 --- a/src/crepe/Component.cpp +++ b/src/crepe/Component.cpp @@ -3,3 +3,8 @@ using namespace crepe; Component::Component(game_object_id_t id) : game_object_id(id) {} + +Component & Component::operator=(const Component &) { + return *this; +} + diff --git a/src/crepe/Component.h b/src/crepe/Component.h index eff5a58..47c5c34 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -32,9 +32,13 @@ protected: //! Only ComponentManager can create components friend class ComponentManager; - Component(const Component &) = delete; + // create snapshot + Component(const Component &) = default; + // restore snapshot + virtual Component & operator=(const Component &); + + // components are never moved Component(Component &&) = delete; - virtual Component & operator=(const Component &) = delete; virtual Component & operator=(Component &&) = delete; public: diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 637fbe1..ff428fd 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -13,18 +13,17 @@ using namespace crepe; using namespace std; -LoopManager::LoopManager() - : systems({ - ScriptSystem{this->mediator}, - PhysicsSystem{this->mediator}, - CollisionSystem{this->mediator}, - AnimatorSystem{this->mediator}, - ParticleSystem{this->mediator}, - RenderSystem{this->mediator}, - InputSystem{this->mediator}, - EventSystem{this->mediator}, - AudioSystem{this->mediator}, - }) { } +LoopManager::LoopManager() { + this->load_system<ScriptSystem>(); + this->load_system<PhysicsSystem>(); + this->load_system<CollisionSystem>(); + this->load_system<AnimatorSystem>(); + this->load_system<ParticleSystem>(); + this->load_system<RenderSystem>(); + this->load_system<InputSystem>(); + this->load_system<EventSystem>(); + this->load_system<AudioSystem>(); +} void LoopManager::start() { this->setup(); @@ -32,16 +31,16 @@ void LoopManager::start() { } void LoopManager::fixed_update() { - for (System & system : this->systems) { - if (!system.active) continue; - system.fixed_update(); + for (auto & [type, system] : this->systems) { + if (!system->active) continue; + system->fixed_update(); } } void LoopManager::frame_update() { - for (System & system : this->systems) { - if (!system.active) continue; - system.frame_update(); + for (auto & [type, system] : this->systems) { + if (!system->active) continue; + system->frame_update(); } } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 1183a4d..4b1fc1e 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -73,15 +73,32 @@ private: SaveManager save_manager{mediator}; //! SDL context \todo no more singletons! - SDLContext & sdl_context = SDLContext::get_instance(); + SDLContext & sdl_context = mediator.sdl_context; //! Loop timer \todo no more singletons! LoopTimer & loop_timer = LoopTimer::get_instance(); private: /** * \brief Collection of System instances + * + * This map holds System instances indexed by the system's class typeid. It is filled in the + * constructor of \c LoopManager using LoopManager::load_system. + */ + std::unordered_map<std::type_index, std::unique_ptr<System>> systems; + /** + * \brief Initialize a system + * \tparam T System type (must be derivative of \c System) + */ + template <class T> + void load_system(); + /** + * \brief Retrieve a reference to ECS system + * \tparam T System type + * \returns Reference to system instance + * \throws std::runtime_error if the System is not initialized */ - std::vector<System> systems; + template <class T> + T & get_system(); }; } // namespace crepe diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp index 51afa70..627b281 100644 --- a/src/crepe/api/LoopManager.hpp +++ b/src/crepe/api/LoopManager.hpp @@ -1,5 +1,10 @@ #pragma once +#include <memory> +#include <cassert> +#include <format> + +#include "../system/System.h" #include "LoopManager.h" namespace crepe { @@ -9,4 +14,33 @@ void LoopManager::add_scene() { this->scene_manager.add_scene<T>(); } +template <class T> +T & LoopManager::get_system() { + using namespace std; + static_assert(is_base_of<System, T>::value, "get_system must recieve a derivative class of System"); + + const type_info & type = typeid(T); + if (!this->systems.contains(type)) + throw runtime_error(format("LoopManager: {} is not initialized", type.name())); + + System * system = this->systems.at(type).get(); + T * concrete_system = dynamic_cast<T *>(system); + assert(concrete_system != nullptr); + + return *concrete_system; +} + +template <class T> +void LoopManager::load_system() { + using namespace std; + static_assert(is_base_of<System, T>::value, + "load_system must recieve a derivative class of System"); + + const type_info & type = typeid(T); + if (this->systems.contains(type)) + throw runtime_error(format("LoopManager: {} is already initialized", type.name())); + System * system = new T(this->mediator); + this->systems[type] = unique_ptr<System>(system); +} + } // namespace crepe diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index 19a8e81..94fd94f 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -21,13 +21,6 @@ class GameObject; * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager : public Manager { - // TODO: This relation should be removed! I (loek) believe that the scene manager should - // create/destroy components because the GameObject's are stored in concrete Scene classes, - // which will in turn call GameObject's destructor, which will in turn call - // ComponentManager::delete_components_by_id or something. This is a pretty major change, so - // here is a comment and temporary fix instead :tada: - friend class SceneManager; - public: ComponentManager(Mediator & mediator); ~ComponentManager(); // dbg_trace @@ -49,12 +42,7 @@ public: const vec2 & position = {0, 0}, double rotation = 0, double scale = 1); -protected: - /** - * GameObject is used as an interface to add/remove components, and the game programmer is - * supposed to use it instead of interfacing with the component manager directly. - */ - friend class GameObject; +public: /** * \brief Add a component to the ComponentManager * @@ -154,6 +142,16 @@ public: template <typename T> RefVector<T> get_components_by_tag(const std::string & tag) const; + struct SnapshotComponent { + by_type<by_id_index<std::vector<std::unique_ptr<Component>>>> components; + Component component; + }; + struct Snapshot { + + }; + Snapshot save(); + void restore(const Snapshot &); + private: /** * \brief Get object IDs by predicate function diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h index 242eae4..c50196c 100644 --- a/src/crepe/manager/ReplayManager.h +++ b/src/crepe/manager/ReplayManager.h @@ -1,6 +1,8 @@ #pragma once #include "Manager.h" +#include "ComponentManager.h" +#include <unordered_map> namespace crepe { @@ -18,15 +20,18 @@ protected: void record_frame(); private: - bool recording; - struct Recording { - recording_t id; - std::vector<Memento> frames; - }; + typedef std::vector<ComponentManager::Snapshot> Recording; + + bool recording = false; + recording_t current_recording = -1; + + + std::unordered_map<recording_t, std::unique_ptr<Recording>> memory; public: void record_start(); recording_t record_end(); - + void play(recording_t handle); + void release(recording_t handle); }; } // namespace crepe |