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