#define MSP_GAME_DIRECTOR_H_
#include <memory>
+#include <optional>
#include <vector>
+#include <msp/datafile/collection.h>
#include <msp/time/timedelta.h>
#include <msp/time/timestamp.h>
+#include "accessguard.h"
#include "eventbus.h"
#include "events.h"
#include "eventsource.h"
+#include "mspgame_api.h"
+#include "reflection.h"
namespace Msp::Game {
class Stage;
-class Director
+class MSPGAME_API Director
{
public:
using EventSource = Game::EventSource<Events::StageCreated, Events::StageActivated, Events::StageDeactivated>;
private:
+ std::optional<AccessGuard> access_guard;
+ Reflection::Reflector reflector;
+ DataFile::Collection &resources;
EventBus event_bus;
EventSource event_source;
std::vector<std::unique_ptr<Stage>> stages;
unsigned max_backlog_steps = 600;
public:
- Director();
+ Director(DataFile::Collection &);
+ ~Director();
+
+ DataFile::Collection &get_resources() const { return resources; }
+ EventBus &get_event_bus() { return event_bus; }
+ EventSource &get_event_source() { return event_source; }
+ const std::vector<std::unique_ptr<Stage>> &get_stages() const { return stages; }
+
Stage &create_stage();
void activate_stage(Stage &);
+ Stage *get_active_stage() const { return active_stage; }
void tick();
};