1 #ifndef MSP_GAME_STAGE_H_
2 #define MSP_GAME_STAGE_H_
5 #include <msp/datafile/collection.h>
6 #include <msp/time/timedelta.h>
9 #include "eventsource.h"
11 #include "reflection.h"
12 #include "systemscheduler.h"
23 using EventSource = Game::EventSource<Events::EntityCreated, Events::EntityDestroyed,
24 Events::ComponentCreated, Events::ComponentDestroyed, Events::CameraChanged>;
27 Reflection::Reflector &reflector;
28 DataFile::Collection &resources;
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;
42 Stage(Reflection::Reflector &, DataFile::Collection &);
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()); }
52 template<typename T, typename F>
53 void iterate_objects(const F &);
55 template<typename T, typename... Args>
56 T &add_system(Args &&...);
58 void remove_system(System &);
59 const std::vector<std::unique_ptr<System>> &get_systems() const { return systems; }
62 T *get_system() const;
64 void set_active_camera(Handle<Camera>);
65 Handle<Camera> get_active_camera() const { return active_camera; }
67 void synthesize_initial_events(EventObserver &);
69 void synthesize_initial_events(Handle<Entity>, EventObserver &);
72 void tick(Time::TimeDelta);
75 template<typename T, typename F>
76 inline void Stage::iterate_objects(const F &func)
78 pools.get_pool<T>().iterate_objects(func);
81 template<typename T, typename... Args>
82 inline T &Stage::add_system(Args &&... args)
84 // Ensure that a reflected class exists for scheduling
85 reflector.get_or_create_class<T>();
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);
94 inline T *Stage::get_system() const
96 for(const auto &s: systems)
97 if(T *ts = dynamic_cast<T *>(s.get()))
102 } // namespace Msp::Game