diff options
author | rtk0c <[email protected]> | 2022-05-30 17:03:20 -0700 |
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committer | rtk0c <[email protected]> | 2022-05-30 17:03:20 -0700 |
commit | e66286ebe30afc9acc4531fc2bea29b7fb924f93 (patch) | |
tree | fa6b76554c3eb88bc8f088fbab68e20c40118ca7 /source/30-game/Level.hpp | |
parent | 366ef5a5450c6e0e680c924c3454943a9ae9814d (diff) |
Changeset: 56 Buildsystem cleanup: change to layered structure for different targets
Diffstat (limited to 'source/30-game/Level.hpp')
-rw-r--r-- | source/30-game/Level.hpp | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/source/30-game/Level.hpp b/source/30-game/Level.hpp new file mode 100644 index 0000000..c1170a3 --- /dev/null +++ b/source/30-game/Level.hpp @@ -0,0 +1,71 @@ +#pragma once + +#include "GameObject.hpp" +#include "RcPtr.hpp" +#include "Uid.hpp" + +#include <robin_hood.h> +#include <filesystem> +#include <vector> + +// Forward declarations +class Level; +class LevelManager; + +/// Represents a seralized GameObject tree. +class Level : public RefCounted { + friend class LevelManager; + +private: + struct InstanciationEntry; + + LevelManager* mMan; + std::vector<InstanciationEntry> mEntries; + +public: + Level(); + ~Level(); + + void Instanciate(GameObject* relRoot) const; +}; + +class LevelManager { +public: + static inline LevelManager* instance = nullptr; + +public: // NOTE: public for the editor; actual game components should not modify the map using this + struct LoadableObject { + RcPtr<Level> level; // TODO make weak pointer + std::filesystem::path filePath; + // NOTE: these fields are only loaded in dev mode + std::string name; + std::string description; + }; + // We want pointer stability here for the editor (inspector object) + robin_hood::unordered_node_map<Uid, LoadableObject> mObjByUid; + +public: + void DiscoverFilesDesignatedLocation(); + void DiscoverFiles(const std::filesystem::path& dir); + + Level* FindLevel(const Uid& uid) const; + /// Get or load the given level + Level* LoadLevel(const Uid& uid); + /// Send the given level to be loaded on another thread + void PrepareLevel(const Uid& uid); + + // These should only be used by the editor + LoadableObject& AddLevel(const Uid& uid); +}; + +class LevelWrapperObject : public GameObject { +private: + RcPtr<Level> mLevel; + +public: + LevelWrapperObject(GameWorld* world); + ~LevelWrapperObject() override; + + Level* GetBoundLevel() const; + void SetBoundLevel(Level* level); +}; |