Files
Bomberman/lib/wal/sources/Wal.hpp
2021-05-27 16:37:22 +02:00

149 lines
5.2 KiB
C++

//
// Created by Zoe Roux on 2021-05-14.
//
#pragma once
#include <vector>
#include <string>
#include <memory>
#include <typeinfo>
#include "Exception/WalError.hpp"
#include "Scene/Scene.hpp"
#include "Entity/Entity.hpp"
#include "System/System.hpp"
#include "Models/Callback.hpp"
namespace WAL
{
//! @brief The main WAL class, it is used to setup and run the ECS.
class Wal
{
private:
//! @brief The list of registered systems
std::vector<std::unique_ptr<System>> _systems = {};
//! @brief True if the engine should close after the end of the current tick.
bool _shouldClose = false;
//! @brief Call the onUpdate of every system with every component
void _update(std::chrono::nanoseconds dtime);
//! @brief Call the onFixedUpdate of every system with every component
void _fixedUpdate();
//! @brief Check if an entity met a system's dependencies.
//! @param entity The entity to check
//! @param system The system that will list dependencies
//! @return True if all dependencies are met, false otherwise.
static bool _hasDependencies(const Entity &entity, const System &system);
public:
//! @brief The scene that contains entities.
Scene scene;
//! @brief The time between each fixed update.
static std::chrono::nanoseconds timestep;
//! @brief Create a new system in place.
//! @return The wal instance used to call this function is returned. This allow method chaining.
template<typename T, class ...Types>
Wal &addSystem(Types &&...params)
{
const std::type_info &type = typeid(T);
auto existing = std::find_if(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
return typeid(*sys) == type;
});
if (existing != this->_systems.end())
throw DuplicateError("A system of the type \"" + std::string(type.name()) + "\" already exists.");
this->_systems.push_back(std::make_unique<T>(std::forward<Types>(params)...));
return *this;
}
//! @brief Add a system by copy.
//! @return The wal instance used to call this function is returned. This allow method chaining.
template<typename T>
Wal &addSystem(const T &system)
{
const std::type_info &type = typeid(T);
auto existing = std::find_if(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
return typeid(*sys) == type;
});
if (existing != this->_systems.end())
throw DuplicateError("A system of the type \"" + std::string(type.name()) + "\" already exists.");
this->_systems.push_back(std::make_unique<T>(system));
return *this;
}
//! @brief Get a system of a specific type
//! @tparam T the type of the system.
template<typename T>
T &getSystem()
{
const std::type_info &type = typeid(T);
auto existing = std::find_if(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
return typeid(*sys) == type;
});
if (existing == this->_systems.end())
throw NotFoundError("A system of the type \"" + std::string(type.name()) + "\" could not be found.");
return *static_cast<T *>(existing->get());
}
//! @brief Remove a system using it's type.
template<typename T>
Wal &removeSystem()
{
const std::type_info &type = typeid(T);
auto existing = std::find_if(this->_systems.begin(), this->_systems.end(), [&type] (auto &sys) {
return typeid(*sys) == type;
});
if (existing == this->_systems.end())
throw NotFoundError("No system could be found with the type \"" + std::string(type.name()) + "\".");
this->_systems.erase(existing);
return *this;
}
//! @brief Start the game loop
//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
//! @param state An initial game state. If not specified, it will be defaulted.
//! @tparam T A type used to track your game state. It must be default constructable.
template<typename T>
void run(const std::function<void (Wal &, T &)> &callback, T state = T())
{
Callback<Wal &, T &> update(callback);
return this->run(update, state);
}
//! @brief Start the game loop
//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
//! @param state An initial game state. If not specified, it will be defaulted.
//! @tparam T A type used to track your game state. It must be default constructable.
template<typename T>
void run(const Callback<Wal &, T &> &callback, T state = T())
{
auto lastTick = std::chrono::steady_clock::now();
std::chrono::nanoseconds fBehind(0);
while (!this->_shouldClose) {
auto now = std::chrono::steady_clock::now();
std::chrono::nanoseconds dtime = now - lastTick;
fBehind += dtime;
lastTick = now;
while (fBehind > Wal::timestep) {
fBehind -= Wal::timestep;
this->_fixedUpdate();
}
this->_update(dtime);
callback(*this, state);
}
}
//! @brief A default constructor
Wal() = default;
//! @brief A WAL can't be copy constructed
Wal(const Wal &) = delete;
//! @brief A default destructor
~Wal() = default;
//! @brief A WAL can't be assigned.
Wal &operator=(const Wal &) = delete;
};
} // namespace WAL