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#include "World.hpp"

#include "GameObject.hpp"
#include "PodVector.hpp"

#include <glad/glad.h>

namespace ProjectBrussel_UNITY_ID {
template <typename TFunction>
void CallGameObjectRecursive(GameObject* start, TFunction&& func) {
	PodVector<GameObject*> stack;
	stack.push_back(start);

	while (!stack.empty()) {
		auto obj = stack.back();
		stack.pop_back();

		for (auto child : obj->GetChildren()) {
			stack.push_back(child);
		}

		func(obj);
	}
}
} // namespace ProjectBrussel_UNITY_ID

GameWorld::GameWorld()
	: mRoot{ new GameObject(this) } {
}

GameWorld::~GameWorld() {
	if (mAwakened) {
		Resleep();
	}

	delete mRoot;
}

const GameObject& GameWorld::GetRoot() const {
	return *mRoot;
};

void GameWorld::Awaken() {
	using namespace ProjectBrussel_UNITY_ID;

	if (mAwakened) {
		return;
	}

	CallGameObjectRecursive(mRoot, [](GameObject* obj) { obj->Awaken(); });
	mAwakened = true;
}

void GameWorld::Resleep() {
	using namespace ProjectBrussel_UNITY_ID;

	if (!mAwakened) {
		return;
	}

	CallGameObjectRecursive(mRoot, [](GameObject* obj) { obj->Resleep(); });
	mAwakened = false;
}

void GameWorld::Update() {
	using namespace ProjectBrussel_UNITY_ID;

	CallGameObjectRecursive(mRoot, [this](GameObject* obj) {
		obj->Update();
	});
}

GameObject& GameWorld::GetRoot() {
	return *mRoot;
}

bool GameWorld::IsAwake() const {
	return mAwakened;
}