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#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/AudioSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/EventSystem.h"
#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ReplaySystem.h"
#include "../system/ScriptSystem.h"
#include "SystemManager.h"
using namespace crepe;
using namespace std;
SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) {
this->load_system<InputSystem>();
this->load_system<EventSystem>();
this->load_system<ScriptSystem>();
this->load_system<ParticleSystem>();
this->load_system<AISystem>();
this->load_system<PhysicsSystem>();
this->load_system<CollisionSystem>();
this->load_system<AudioSystem>();
this->load_system<AnimatorSystem>();
this->load_system<RenderSystem>();
this->load_system<ReplaySystem>();
this->mediator.system_manager = *this;
}
void SystemManager::fixed_update() noexcept {
for (SystemEntry & entry : this->system_order) {
if (!entry.system.active) continue;
try {
entry.system.fixed_update();
} catch (const exception & e) {
Log::logf(Log::Level::WARNING, "Uncaught exception in {} fixed update: {}", entry.name, e.what());
}
}
}
void SystemManager::frame_update() noexcept {
for (SystemEntry & entry : this->system_order) {
if (!entry.system.active) continue;
try {
entry.system.frame_update();
} catch (const exception & e) {
Log::logf(Log::Level::WARNING, "Uncaught exception in {} frame update: {}", entry.name, e.what());
}
}
}
SystemManager::Snapshot SystemManager::save() {
Snapshot snapshot;
for (auto & [type, system] : this->systems) {
snapshot[type] = system->active;
}
return snapshot;
}
void SystemManager::restore(const Snapshot & snapshot) {
for (auto & [type, active] : snapshot) {
this->systems[type]->active = active;
}
}
void SystemManager::disable_all() {
for (auto & [type, system] : this->systems) {
system->active = false;
}
}
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