1 #ifndef MSP_GAME_DIRECTOR_H_
2 #define MSP_GAME_DIRECTOR_H_
7 #include <msp/datafile/collection.h>
8 #include <msp/time/timedelta.h>
9 #include <msp/time/timestamp.h>
10 #include "accessguard.h"
13 #include "eventsource.h"
14 #include "reflection.h"
23 using EventSource = Game::EventSource<Events::StageCreated, Events::StageActivated, Events::StageDeactivated>;
26 std::optional<AccessGuard> access_guard;
27 Reflection::Reflector reflector;
28 DataFile::Collection &resources;
30 EventSource event_source;
31 std::vector<std::unique_ptr<Stage>> stages;
32 Stage *active_stage = nullptr;
33 Time::TimeStamp last_tick;
34 Time::TimeDelta stepsize = Time::sec/60;
35 Time::TimeDelta backlog;
36 unsigned max_steps_per_frame = 5;
37 unsigned max_backlog_steps = 600;
40 Director(DataFile::Collection &);
43 DataFile::Collection &get_resources() const { return resources; }
44 EventBus &get_event_bus() { return event_bus; }
45 EventSource &get_event_source() { return event_source; }
46 const std::vector<std::unique_ptr<Stage>> &get_stages() const { return stages; }
48 Stage &create_stage();
49 void activate_stage(Stage &);
50 Stage *get_active_stage() const { return active_stage; }
55 } // namespace Msp::Game