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Schedule systems based on their declared dependencies
[libs/game.git] / source / game / stage.h
1 #ifndef MSP_GAME_STAGE_H_
2 #define MSP_GAME_STAGE_H_
3
4 #include <memory>
5 #include <msp/datafile/collection.h>
6 #include <msp/time/timedelta.h>
7 #include "eventbus.h"
8 #include "events.h"
9 #include "eventsource.h"
10 #include "handle.h"
11 #include "reflection.h"
12 #include "systemscheduler.h"
13
14 namespace Msp::Game {
15
16 class Camera;
17 class Root;
18 class System;
19
20 class Stage
21 {
22 public:
23         using EventSource = Game::EventSource<Events::EntityCreated, Events::EntityDestroyed,
24                 Events::ComponentCreated, Events::ComponentDestroyed, Events::CameraChanged>;
25
26 private:
27         Reflection::Reflector &reflector;
28         DataFile::Collection &resources;
29         PoolPool pools;
30         EventBus event_bus;
31         EventSource event_source;
32         EventObserver event_observer;
33         /* Use unique_ptr because there's only one root per stage so it's pointless
34         to put it in a pool. */
35         std::unique_ptr<Root> root;
36         std::vector<std::unique_ptr<System>> systems;
37         SystemScheduler scheduler;
38         Handle<Camera> active_camera;
39         bool pending_reschedule = false;
40
41 public:
42         Stage(Reflection::Reflector &, DataFile::Collection &);
43         ~Stage();
44
45         Reflection::Reflector &get_reflector() const { return reflector; }
46         DataFile::Collection &get_resources() const { return resources; }
47         PoolPool &get_pools() { return pools; }
48         EventBus &get_event_bus() { return event_bus; }
49         EventSource &get_event_source() { return event_source; }
50         Handle<Root> get_root() { return Handle<Root>::from_object(root.get()); }
51
52         template<typename T, typename F>
53         void iterate_objects(const F &);
54
55         template<typename T, typename... Args>
56         T &add_system(Args &&...);
57
58         void remove_system(System &);
59         const std::vector<std::unique_ptr<System>> &get_systems() const { return systems; }
60
61         template<typename T>
62         T *get_system() const;
63
64         void set_active_camera(Handle<Camera>);
65         Handle<Camera> get_active_camera() const { return active_camera; }
66
67         void synthesize_initial_events(EventObserver &);
68 private:
69         void synthesize_initial_events(Handle<Entity>, EventObserver &);
70
71 public:
72         void tick(Time::TimeDelta);
73 };
74
75 template<typename T, typename F>
76 inline void Stage::iterate_objects(const F &func)
77 {
78         pools.get_pool<T>().iterate_objects(func);
79 }
80
81 template<typename T, typename... Args>
82 inline T &Stage::add_system(Args &&... args)
83 {
84         // Ensure that a reflected class exists for scheduling
85         reflector.get_or_create_class<T>();
86
87         auto &sys = systems.emplace_back(std::make_unique<T>(*this, std::forward<Args>(args)...));
88         scheduler.add_system(*sys);
89         pending_reschedule = true;
90         return static_cast<T &>(*sys);
91 }
92
93 template<typename T>
94 inline T *Stage::get_system() const
95 {
96         for(const auto &s: systems)
97                 if(T *ts = dynamic_cast<T *>(s.get()))
98                         return ts;
99         return nullptr;
100 }
101
102 } // namespace Msp::Game
103
104 #endif