1 #ifndef MSP_GAME_STAGE_H_
2 #define MSP_GAME_STAGE_H_
5 #include <msp/time/timedelta.h>
17 /* Use unique_ptr because there's only one root per stage so it's pointless
18 to put it in a pool. */
19 std::unique_ptr<Root> root;
20 std::vector<std::unique_ptr<System>> systems;
26 PoolPool &get_pools() { return pools; }
27 Handle<Root> get_root() { return Handle<Root>::from_object(root.get()); }
29 template<typename T, typename F>
30 void iterate_objects(const F &);
32 template<typename T, typename... Args>
33 T &add_system(Args &&...);
35 const std::vector<std::unique_ptr<System>> &get_systems() const { return systems; }
37 void tick(Time::TimeDelta);
40 template<typename T, typename F>
41 void Stage::iterate_objects(const F &func)
43 pools.get_pool<T>().iterate_objects(func);
46 template<typename T, typename... Args>
47 T &Stage::add_system(Args &&... args)
49 systems.emplace_back(std::make_unique<T>(*this, std::forward<Args>(args)...));
50 return static_cast<T &>(*systems.back());
53 } // namespace Msp::Game