#define MSP_GAME_STAGE_H_
#include <memory>
+#include <msp/datafile/collection.h>
#include <msp/time/timedelta.h>
#include "eventbus.h"
+#include "events.h"
+#include "eventsource.h"
#include "handle.h"
+#include "mspgame_api.h"
+#include "reflection.h"
+#include "systemscheduler.h"
namespace Msp::Game {
+class Camera;
class Root;
class System;
-class Stage
+class MSPGAME_API Stage
{
+public:
+ using EventSource = Game::EventSource<Events::EntityCreated, Events::EntityDestroyed,
+ Events::ComponentCreated, Events::ComponentDestroyed, Events::CameraChanged>;
+
private:
+ Reflection::Reflector &reflector;
+ DataFile::Collection &resources;
PoolPool pools;
EventBus event_bus;
+ EventSource event_source;
+ EventObserver event_observer;
/* Use unique_ptr because there's only one root per stage so it's pointless
to put it in a pool. */
std::unique_ptr<Root> root;
std::vector<std::unique_ptr<System>> systems;
+ SystemScheduler scheduler;
+ Handle<Camera> active_camera;
+ bool pending_reschedule = false;
public:
- Stage();
+ Stage(Reflection::Reflector &, DataFile::Collection &);
~Stage();
+ Reflection::Reflector &get_reflector() const { return reflector; }
+ DataFile::Collection &get_resources() const { return resources; }
PoolPool &get_pools() { return pools; }
EventBus &get_event_bus() { return event_bus; }
+ EventSource &get_event_source() { return event_source; }
Handle<Root> get_root() { return Handle<Root>::from_object(root.get()); }
template<typename T, typename F>
template<typename T, typename... Args>
T &add_system(Args &&...);
+ void remove_system(System &);
const std::vector<std::unique_ptr<System>> &get_systems() const { return systems; }
+ template<typename T>
+ T *get_system() const;
+
+ void set_active_camera(Handle<Camera>);
+ Handle<Camera> get_active_camera() const { return active_camera; }
+
+ void synthesize_initial_events(EventObserver &);
+private:
+ void synthesize_initial_events(Handle<Entity>, EventObserver &);
+
+public:
void tick(Time::TimeDelta);
};
template<typename T, typename F>
-void Stage::iterate_objects(const F &func)
+inline void Stage::iterate_objects(const F &func)
{
pools.get_pool<T>().iterate_objects(func);
}
template<typename T, typename... Args>
-T &Stage::add_system(Args &&... args)
+inline T &Stage::add_system(Args &&... args)
+{
+ // Ensure that a reflected class exists for scheduling
+ reflector.get_or_create_class<T>();
+
+ auto &sys = systems.emplace_back(std::make_unique<T>(*this, std::forward<Args>(args)...));
+ scheduler.add_system(*sys);
+ pending_reschedule = true;
+ return static_cast<T &>(*sys);
+}
+
+template<typename T>
+inline T *Stage::get_system() const
{
- systems.emplace_back(std::make_unique<T>(*this, std::forward<Args>(args)...));
- return static_cast<T &>(*systems.back());
+ for(const auto &s: systems)
+ if(T *ts = dynamic_cast<T *>(s.get()))
+ return ts;
+ return nullptr;
}
} // namespace Msp::Game