#pragma once #include #include "../manager/ComponentManager.h" #include "../manager/Mediator.h" #include "../manager/ResourceManager.h" #include "../util/OptionalRef.h" #include "GameObject.h" namespace crepe { class SceneManager; class ComponentManager; class Asset; /** * \brief Represents a Scene * * This class represents a Scene. The Scene class is only used as an interface for the game * programmer. */ class Scene { protected: // NOTE: This must be the only constructor on Scene, see "Late references" below Scene() = default; //! SceneManager instances Scene friend class SceneManager; public: virtual ~Scene() = default; public: //! Load the scene virtual void load_scene() = 0; /** * \brief Get the scene's name * \return The scene's name */ virtual std::string get_name() const = 0; // TODO: Late references should ALWAYS be private! This is currently kept as-is so unit tests // keep passing, but this reference should not be directly accessible by the user!!! private: /** * \name Late references * * These references are set by SceneManager immediately after calling the constructor of Scene. * * \note Scene must have a constructor without arguments so the game programmer doesn't need to * manually add `using Scene::Scene` to their concrete scene class, if they want to add a * constructor with arguments (e.g. for passing references to their own concrete Scene classes). * * \{ */ //! Mediator reference //! \} OptionalRef mediator; protected: /** * \brief Retrieve the reference to the SaveManager instance * * \returns A reference to the SaveManager instance held by the Mediator. */ SaveManager & get_save_manager() const { return mediator->save_manager; } /** * \brief Create a new game object using the component manager * * \param name Metadata::name (required) * \param tag Metadata::tag (optional, empty by default) * \param position Transform::position (optional, origin by default) * \param rotation Transform::rotation (optional, 0 by default) * \param scale Transform::scale (optional, 1 by default) * * \returns GameObject interface * * \note This method automatically assigns a new entity ID */ GameObject new_object(const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, double rotation = 0, double scale = 1) { // Forward the call to ComponentManager's new_object method return mediator->component_manager->new_object(name, tag, position, rotation, scale); } /** * \brief Mark a resource as persistent (i.e. used across multiple scenes) * * \param asset Asset the concrete resource is instantiated from * \param persistent Whether this resource is persistent (true=keep, false=destroy) */ void set_persistent(const Asset & asset, bool persistent) { mediator->resource_manager->set_persistent(asset, persistent); } /** * \brief Log a message using Log::logf * * \tparam Args Log::logf parameters * \param args Log::logf parameters */ template void logf(Args &&... args); }; } // namespace crepe #include "Scene.hpp"