1 #ifndef MSP_GAME_STAGE_H_
2 #define MSP_GAME_STAGE_H_
5 #include <msp/datafile/collection.h>
6 #include <msp/time/timedelta.h>
9 #include "eventsource.h"
21 using EventSource = Game::EventSource<Events::EntityCreated, Events::EntityDestroyed,
22 Events::ComponentCreated, Events::ComponentDestroyed, Events::CameraChanged>;
25 DataFile::Collection &resources;
28 EventSource event_source;
29 EventObserver event_observer;
30 /* Use unique_ptr because there's only one root per stage so it's pointless
31 to put it in a pool. */
32 std::unique_ptr<Root> root;
33 std::vector<std::unique_ptr<System>> systems;
34 Handle<Camera> active_camera;
37 Stage(DataFile::Collection &);
40 DataFile::Collection &get_resources() const { return resources; }
41 PoolPool &get_pools() { return pools; }
42 EventBus &get_event_bus() { return event_bus; }
43 EventSource &get_event_source() { return event_source; }
44 Handle<Root> get_root() { return Handle<Root>::from_object(root.get()); }
46 template<typename T, typename F>
47 void iterate_objects(const F &);
49 template<typename T, typename... Args>
50 T &add_system(Args &&...);
52 void remove_system(System &);
53 const std::vector<std::unique_ptr<System>> &get_systems() const { return systems; }
56 T *get_system() const;
58 void set_active_camera(Handle<Camera>);
59 Handle<Camera> get_active_camera() const { return active_camera; }
61 void synthesize_initial_events(EventObserver &);
63 void synthesize_initial_events(Handle<Entity>, EventObserver &);
66 void tick(Time::TimeDelta);
69 template<typename T, typename F>
70 inline void Stage::iterate_objects(const F &func)
72 pools.get_pool<T>().iterate_objects(func);
75 template<typename T, typename... Args>
76 inline T &Stage::add_system(Args &&... args)
78 systems.emplace_back(std::make_unique<T>(*this, std::forward<Args>(args)...));
79 return static_cast<T &>(*systems.back());
83 inline T *Stage::get_system() const
85 for(const auto &s: systems)
86 if(T *ts = dynamic_cast<T *>(s.get()))
91 } // namespace Msp::Game