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#include <iostream>

#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Scene.h>
#include <crepe/api/SceneManager.h>
#include <crepe/api/Vector2.h>

using namespace crepe;
using namespace std;

class ConcreteScene1 : public Scene {
public:
	ConcreteScene1(string name) : Scene(name) {}

	void load_scene() {
		GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1);
		GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1);
		GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);
	}
};

class ConcreteScene2 : public Scene {
public:
	ConcreteScene2(string name) : Scene(name) {}

	void load_scene() {
		GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1);
		GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1);
		GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1);
		GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);
	}
};

int main() {
	SceneManager & scene_mgr = SceneManager::get_instance();

	// Add the scenes to the scene manager
	scene_mgr.add_scene<ConcreteScene1>("scene1");
	scene_mgr.add_scene<ConcreteScene2>("scene2");

	// There is no need to call set_next_scene() at the beginnen, because the first scene will be automatically set as the next scene
	// Load scene1 (the first scene added)
	scene_mgr.load_next_scene();

	// Get the Metadata components of each GameObject of Scene1
	ComponentManager & component_mgr = ComponentManager::get_instance();
	vector<reference_wrapper<Metadata>> metadata
		= component_mgr.get_components_by_type<Metadata>();

	cout << "Metadata components of Scene1:" << endl;
	// Print the Metadata
	for (auto & m : metadata) {
		cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name
			 << " Tag: " << m.get().tag << endl;
	}

	// Set scene2 as the next scene
	scene_mgr.set_next_scene("scene2");
	// Load scene2
	scene_mgr.load_next_scene();

	// Get the Metadata components of each GameObject of Scene2
	metadata = component_mgr.get_components_by_type<Metadata>();

	cout << "Metadata components of Scene2:" << endl;
	// Print the Metadata
	for (auto & m : metadata) {
		cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name
			 << " Tag: " << m.get().tag << endl;
	}

	return 0;
}