#pragma once #include #include #include #include #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 &); /** * \brief Per-frame update. * * Updates the game state based on the elapsed time since the last frame. */ void frame_update() noexcept; /** * \brief Fixed update executed at a fixed rate. * * This function updates physics and game logic based on LoopTimer's fixed_delta_time. */ void fixed_update() noexcept; 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 SystemManager using SystemManager::load_system. */ std::unordered_map> systems; //! Internal ordered system list entry struct SystemEntry { //! System instance reference System & system; //! System name std::string name; }; /** * \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 SystemManager using SystemManager::load_system. */ std::vector system_order; /** * \brief Initialize a system * \tparam T System type (must be derivative of \c System) */ template void load_system(); public: /** * \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 */ template T & get_system(); public: /** * \brief SystemManager snapshot * * The SystemManager snapshot only stores which systems are active */ typedef std::unordered_map 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(); }; } // namespace crepe #include "SystemManager.hpp"