blob: 7b862a3604aab225f80595c28ede8256a497f814 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
#pragma once
#include <memory>
#include <typeindex>
#include <unordered_map>
#include <vector>
#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<std::type_index, std::unique_ptr<System>> 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<SystemEntry> system_order;
/**
* \brief Initialize a system
* \tparam T System type (must be derivative of \c System)
*/
template <class T>
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 <class T>
T & get_system();
public:
/**
* \brief SystemManager snapshot
*
* The SystemManager snapshot only stores which systems are active
*/
typedef std::unordered_map<std::type_index, bool> 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"
|