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#include "World.hpp"

#include <glad/glad.h>

namespace ProjectBrussel_UNITY_ID {
template <class 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);
	}
}

struct DrawCall {
	GLuint vao;
	GLuint vbo;
};
} // namespace ProjectBrussel_UNITY_ID

struct GameWorld::RenderData {
	void SubmitDrawCalls() {
		// TODO
	}
};

GameWorld::GameWorld()
	: mRender{ new RenderData() }
	, mRoot(this) {
}

GameWorld::~GameWorld() {
	delete mRender;
	for (auto child : mRoot.GetChildren()) {
		GameObject::FreeRecursive(child);
	}
}

void GameWorld::Awaken() {
	if (mAwakened) return;

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

void GameWorld::Resleep() {
	if (!mAwakened) return;

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

void GameWorld::Update() {
	ProjectBrussel_UNITY_ID::CallGameObjectRecursive(&mRoot, [this](GameObject* obj) {
		obj->Update();
	});
}

void GameWorld::Draw() {
}