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#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();
/**
* \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();
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;
/**
* \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<std::reference_wrapper<System>> 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"
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