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#include "../util/Log.h"
#include "../manager/ReplayManager.h"
#include "../manager/SystemManager.h"
#include "RenderSystem.h"
#include "ReplaySystem.h"
using namespace crepe;
using namespace std;
void ReplaySystem::fixed_update() {
ReplayManager & replay = this->mediator.replay_manager;
switch (replay.state) {
case ReplayManager::IDLE: break;
case ReplayManager::RECORDING: {
this->update_recording();
break;
}
case ReplayManager::PLAYING: {
this->update_playing();
break;
}
}
this->last_state = replay.state;
}
void ReplaySystem::update_recording() {
ReplayManager & replay = this->mediator.replay_manager;
ComponentManager & components = this->mediator.component_manager;
ReplayManager::Recording & recording = replay.recording;
recording.frames.push_back(components.save());
recording.frame++;
}
void ReplaySystem::update_playing() {
ReplayManager & replay = this->mediator.replay_manager;
if (this->last_state != ReplayManager::PLAYING) {
this->playback_begin();
}
ReplayManager::Recording & recording = replay.recording;
if (recording.frames.size() == recording.frame) {
dbg_log("Finished playback");
this->playback_end();
return;
}
ComponentManager & components = this->mediator.component_manager;
ComponentManager::Snapshot & frame = recording.frames.at(recording.frame);
dbg_logf("Playing recording frame {}", recording.frame);
components.restore(frame);
recording.frame++;
}
void ReplaySystem::playback_begin() {
SystemManager & systems = this->mediator.system_manager;
ComponentManager & components = this->mediator.component_manager;
this->playback = {
.components = components.save(),
.systems = systems.save(),
};
systems.disable_all();
systems.get_system<RenderSystem>().active = true;
systems.get_system<ReplaySystem>().active = true;
}
void ReplaySystem::playback_end() {
SystemManager & systems = this->mediator.system_manager;
ComponentManager & components = this->mediator.component_manager;
components.restore(this->playback.components);
systems.restore(this->playback.systems);
ReplayManager & replay = this->mediator.replay_manager;
replay.state = ReplayManager::IDLE;
}
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