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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);
};
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