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#pragma once
#include <string>
#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> 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 <typename... Args>
void logf(Args &&... args);
};
} // namespace crepe
#include "Scene.hpp"
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