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104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
//
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// Created by Zoe Roux on 2021-05-14.
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//
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#pragma once
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#include <vector>
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#include <memory>
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#include <typeinfo>
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#include <Exception/WalError.hpp>
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#include "Events/EventManager.hpp"
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#include "Renderer/Renderer.hpp"
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#include "Scene/SceneManager.hpp"
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#include "Entity/Entity.hpp"
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#include "System/System.hpp"
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namespace WAL
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{
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//! @brief The main WAL class, it is used to setup and run the ECS.
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class WAL
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{
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private:
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//! @brief The scene manager that allow multiple scene to work together.
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SceneManager _scenes;
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//! @brief The event manager
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EventManager _eventManager;
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//! @brief The list of registered systems
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std::vector<std::unique_ptr<System>> _systems = {};
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//! @brief The renderer used to draw entities
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std::unique_ptr<Renderer> _renderer;
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//! @brief True if the engine should close after the end of the current tick.
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bool _shouldClose = false;
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//! @brief Call the onUpdate of every system with every component
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void _update(std::chrono::nanoseconds dtime);
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//! @brief Call the onFixedUpdate of every system with every component
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void _fixedUpdate();
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public:
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//! @brief The time between each fixed update.
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static std::chrono::nanoseconds timestep;
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//! @brief Create a new system in place.
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//! @return The wal instance used to call this function is returned. This allow method chaining.
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template<typename T, class ...Types>
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WAL &addSystem(Types ...params)
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{
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const std::type_info &type = typeid(T);
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auto &existing =std::find(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
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return typeid(*sys) == type;
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});
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if (existing != this->_systems.end())
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throw DuplicateError("A system of the type \"" + std::string(type.name()) + "\" already exists.");
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this->_systems.push_back(std::make_unique(params...));
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return *this;
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}
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//! @brief Add a system by copy.
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//! @return The wal instance used to call this function is returned. This allow method chaining.
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template<typename T>
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WAL &addSystem(const T &system)
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{
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const std::type_info &type = typeid(T);
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auto &existing =std::find(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
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return typeid(*sys) == type;
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});
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if (existing != this->_systems.end())
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throw DuplicateError("A system of the type \"" + std::string(type.name()) + "\" already exists.");
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this->_systems.push_back(std::make_unique(system));
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return *this;
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}
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//! @brief Remove a system using it's type.
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template<typename T>
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WAL &removeSystem()
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{
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const std::type_info &type = typeid(T);
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auto &existing =std::find(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
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return typeid(*sys) == type;
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});
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if (existing == this->_systems.end())
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throw NotFoundError("No system could be found with the type \"" + std::string(type.name()) + "\".");
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this->_systems.erase(existing);
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return *this;
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}
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//! @brief Get the scene manager.
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SceneManager &getSceneManger();
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//! @brief Start the game loop
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void run();
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//! @brief A default constructor
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WAL() = default;
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//! @brief A WAL can't be copy constructed
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WAL(const WAL &) = delete;
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//! @brief A default destructor
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~WAL() = default;
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//! @brief A WAL can't be assigned.
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WAL &operator=(const WAL &) = delete;
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};
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}
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