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#pragma once
#include <unordered_map>
#include "../util/OptionalRef.h"
#include "ComponentManager.h"
#include "Manager.h"
namespace crepe {
//! Handle to recording held by ReplayManager
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
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, //!< 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;
//! 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;
};
} // namespace crepe
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