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Diffstat (limited to 'src/brussel.engine/Level.hpp')
-rw-r--r-- | src/brussel.engine/Level.hpp | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/brussel.engine/Level.hpp b/src/brussel.engine/Level.hpp new file mode 100644 index 0000000..c030b8e --- /dev/null +++ b/src/brussel.engine/Level.hpp @@ -0,0 +1,95 @@ +#pragma once + +#include "EditorCore.hpp" +#include "GameObject.hpp" + +#include <MacrosCodegen.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; + Uid mUid; + std::vector<InstanciationEntry> mEntries; + +public: + Level(); + ~Level(); + + void Instanciate(GameObject* relRoot) const; + + LevelManager* GetLinkedLevelManager() const { return mMan; } + const Uid& GetUid() const { return mUid; } + + // Editor stuff + void ShowInstanciationEntries(IEditor& editor); +}; + +class LevelManager { +public: + static inline LevelManager* instance = nullptr; + +public: // NOTE: public for the editor; actual game components should not modify the map using this + // TODO maybe cut this struct to only the first RcPtr<Level> field in release mode? + 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; + + // Editor book keeping fields + bool edited = false; + }; + // 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); + + /// Create and add a new level object with the given uid. + /// Should only be used by the editor. + LoadableObject& AddLevel(const Uid& uid); + /// Should only be used by the editor. + void SaveLevel(const Uid& uid) const; + /// Should only be used by the editor. + void SaveLevel(const Uid& uid, const std::filesystem::path& path) const; + +private: + void SaveLevelImpl(const LoadableObject& obj, const std::filesystem::path& path) const; +}; + +class LevelWrapperObject : public GameObject { + BRUSSEL_CLASS() + +private: + RcPtr<Level> mLevel; + +public: + LevelWrapperObject(GameWorld* world); + ~LevelWrapperObject() override; + + Level* GetBoundLevel() const; + void SetBoundLevel(Level* level); +}; |