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Add reflection infrastructure
[libs/game.git] / source / game / director.h
1 #ifndef MSP_GAME_DIRECTOR_H_
2 #define MSP_GAME_DIRECTOR_H_
3
4 #include <memory>
5 #include <optional>
6 #include <vector>
7 #include <msp/datafile/collection.h>
8 #include <msp/time/timedelta.h>
9 #include <msp/time/timestamp.h>
10 #include "accessguard.h"
11 #include "eventbus.h"
12 #include "events.h"
13 #include "eventsource.h"
14 #include "reflection.h"
15
16 namespace Msp::Game {
17
18 class Stage;
19
20 class Director
21 {
22 public:
23         using EventSource = Game::EventSource<Events::StageCreated, Events::StageActivated, Events::StageDeactivated>;
24
25 private:
26         std::optional<AccessGuard> access_guard;
27         Reflection::Reflector reflector;
28         DataFile::Collection &resources;
29         EventBus event_bus;
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;
38
39 public:
40         Director(DataFile::Collection &);
41         ~Director();
42
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; }
47
48         Stage &create_stage();
49         void activate_stage(Stage &);
50         Stage *get_active_stage() const { return active_stage; }
51
52         void tick();
53 };
54
55 } // namespace Msp::Game
56
57 #endif