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#pragma once

#include "EditorCore.hpp"
#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;
	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 {
private:
	RcPtr<Level> mLevel;

public:
	LevelWrapperObject(GameWorld* world);
	~LevelWrapperObject() override;

	Level* GetBoundLevel() const;
	void SetBoundLevel(Level* level);
};