2023-04-29 14:22:25 +00:00
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#ifndef ENGINE_INCLUDE_SCENE_MANAGER_H_
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#define ENGINE_INCLUDE_SCENE_MANAGER_H_
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2022-11-29 14:22:03 +00:00
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2022-11-30 00:46:03 +00:00
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#include <memory>
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2023-04-29 14:22:25 +00:00
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#include <vector>
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2023-05-01 13:13:35 +00:00
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#include "resource_manager.h"
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#include "scene.h"
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2022-11-30 00:46:03 +00:00
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2022-11-29 14:22:03 +00:00
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namespace engine {
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2023-04-29 14:22:25 +00:00
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class Application;
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class SceneManager {
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2023-11-05 01:04:05 +00:00
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public:
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SceneManager(Application* app);
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~SceneManager();
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SceneManager(const SceneManager&) = delete;
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SceneManager& operator=(const SceneManager&) = delete;
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// creates an empty scene and sets it as active
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Scene* CreateEmptyScene();
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// nullptr deactivates the active scene
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void SetActiveScene(Scene* scene)
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{
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if (scene == nullptr) {
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active_scene_index_ = -1;
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}
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else {
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// linear search for scene
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int index = 0;
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for (const auto& unique_scene : scenes_) {
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if (unique_scene.get() == scene) {
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break;
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}
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++index;
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}
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2023-12-12 09:56:37 +00:00
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if (static_cast<size_t>(index) >= scenes_.size()) {
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2023-11-05 01:04:05 +00:00
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throw std::runtime_error("Failed to find active scene!");
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}
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else {
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active_scene_index_ = index;
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}
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}
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}
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// returns active scene, nullptr if no scene active
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Scene* UpdateActiveScene(float ts);
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Scene* GetActiveScene() { return scenes_.at(active_scene_index_).get(); }
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private:
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Application* const app_;
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std::vector<std::unique_ptr<Scene>> scenes_;
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int active_scene_index_ = -1;
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};
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2022-11-29 14:22:03 +00:00
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2023-11-05 01:04:05 +00:00
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} // namespace engine
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2022-11-29 14:22:03 +00:00
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2023-04-29 14:22:25 +00:00
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#endif
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