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SceneManager.h
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1// File: SceneManager.h
2// Description: Manages loading and unloading scenes, is an ancestor to every entity
3// Author(s): Aidan Hartman (aidan.hartman@digipen.edu) Base Implementation
4// Marcelo Escamilla (marcelo.escamilla@digipen.edu) ImGui Integration
5// 2025 / 10 / 20
6// (C) Digipen 2025
7// SceneManager.h
8// ____ __ __ __
9// /\__ _\/\ \ /\ \/\ \
10// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
11// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
12// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
13// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
14// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
15#pragma once
16
17#include "Framework/System.h"
18
19class Scene;
20class Node;
21
22
24{
25 enum state : char
26 {
27 T = 'T',
28 F = 'F',
30 };
31
35
36 friend auto to_json(json& j, const SceneState& p) -> void
37 {
38 j = json{
39 {"renders", p.renders},
40 {"updates", p.updates},
41 {"messages", p.messages}
42 };
43
44 }
45
46 friend auto from_json(const json& j, SceneState& p) -> void
47 {
48 j.at("renders").get_to(p.renders);
49 j.at("updates").get_to(p.updates);
50 j.at("messages").get_to(p.messages);
51 }
52};
53
54namespace sys
55{
56class SceneManager : public System
57{
58public:
59 friend Scene;
60
61#pragma region static_functions
62
66 static auto getEnum() -> Type
67 {
68 return Type::SceneManager;
69 }
70
75 static auto LoadScene(std::unique_ptr<Node> scene) -> void;
76
81 static auto LoadScene(const std::string& name) -> void;
82
83#pragma endregion
84
86 ~SceneManager() override = default;
87
89 SceneManager(const SceneManager& other) = default;
91 SceneManager(SceneManager&& other) noexcept = default;
93 auto operator=(const SceneManager& other) -> SceneManager& = default;
95 auto operator=(SceneManager&& other) noexcept -> SceneManager& = default;
96
97
98#pragma region overridden_functions
99
100 auto clone() const -> std::unique_ptr<GameObject> override
101 {
102 return std::make_unique<SceneManager>(*this);
103 }
104
105protected:
106 auto systemShowMenu() -> void override;
107
108public:
109 auto onUpdate(float dt) -> void override;
110
111 auto endWindow() -> void override
112 {
113 }; // for debug ImGUI
114 auto onRender() -> void override;
115 auto load(const Stream& stream) -> void override;
116 auto save(Stream& stream) const -> void override;
117 auto saveScene(Stream& stream) const -> void;
118 [[nodiscard("adding child may fail")]] auto addChild(std::unique_ptr<GameObject> newChild) -> bool override;
119
120
121#pragma endregion
122
123#pragma region SceneManager_functions
124
125
130 auto loadScene(std::unique_ptr<Node> scene) -> void;
131
136 auto loadScene(const std::string& name) -> void;
137
142 auto getCurrentScene() const -> GameObject*;
143
144 auto registerScene(Scene& scene) -> void;
145 auto deregisterScene(Scene& scene) -> void;
146
147
148#pragma endregion
149
150#pragma region messaging_functions
151
152 auto linkMessages() -> void;
153 auto receiveResetKeyPressed(const Message* message) -> Message;
154
155#pragma endregion
156
157private:
158#pragma region member_variables
159
160 std::vector<Scene*> scenes;
161
162#pragma endregion
163
164#pragma region helper_functions
165
167 auto pushCorrectState(const Scene& sceneToKeep, SceneState newState, SceneState keepSceneState,
168 std::vector<Scene*>::iterator::value_type scene) -> void;
170 auto toAllSceneChildren(Scene* parent, std::function<void(Scene*)> func) -> void;
171 auto pushStateToOtherScenes(const Scene& sceneToKeep, SceneState othersState, SceneState keepSceneState) -> void;
172
173
174 auto popAllScenes(const Scene& sceneToKeep) -> void;
175
177 auto removeOldScene(GameObject* oldScene) const -> void;
178
179#pragma endregion
180
181#pragma region static_variables
182
183#pragma endregion
184
185
186};
187}
sys::Json Stream
Definition AudioObject.h:20
nlohmann::json json
Definition Json.cpp:19
the base class for the engine, most things inherit from this.
Definition GameObject.h:77
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Manages the heirarchical structure between Systems and Entities.
Definition Node.h:41
Definition Scene.h:24
Type
Definition System.h:20
@ SceneManager
Definition System.h:34
System(const std::string &typeName, Type systemType)
Definition System.cpp:75
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition SceneManager.h:100
auto saveScene(Stream &stream) const -> void
Definition SceneManager.cpp:288
friend Scene
Definition SceneManager.h:59
auto linkMessages() -> void
Definition SceneManager.cpp:187
auto toAllSceneChildren(Scene *parent, std::function< void(Scene *)> func) -> void
apply a function to all children of a specific scene
Definition SceneManager.cpp:230
auto operator=(SceneManager &&other) noexcept -> SceneManager &=default
default move assingment operator
static auto LoadScene(std::unique_ptr< Node > scene) -> void
loads a scene by taking the scene directly
Definition SceneManager.cpp:40
auto pushCorrectState(const Scene &sceneToKeep, SceneState newState, SceneState keepSceneState, std::vector< Scene * >::iterator::value_type scene) -> void
Helper function for pushStateToOtherScenes.
Definition SceneManager.cpp:217
auto pushStateToOtherScenes(const Scene &sceneToKeep, SceneState othersState, SceneState keepSceneState) -> void
Definition SceneManager.cpp:239
auto registerScene(Scene &scene) -> void
Definition SceneManager.cpp:277
auto systemShowMenu() -> void override
Specific systems should override this function to show their specific menu for the system.
Definition SceneManager.cpp:62
std::vector< Scene * > scenes
Definition SceneManager.h:160
SceneManager()
Definition SceneManager.cpp:50
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition SceneManager.cpp:102
auto loadScene(std::unique_ptr< Node > scene) -> void
loads a scene by taking the scene directly
Definition SceneManager.cpp:170
auto onUpdate(float dt) -> void override
called once every frame.
Definition SceneManager.cpp:93
SceneManager(const SceneManager &other)=default
default copy ctor b/c this is a singleton
auto addChild(std::unique_ptr< GameObject > newChild) -> bool override
loads a scene
Definition SceneManager.cpp:135
auto popAllScenes(const Scene &sceneToKeep) -> void
Definition SceneManager.cpp:253
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition SceneManager.h:111
auto operator=(const SceneManager &other) -> SceneManager &=default
default copy assignment operator b/c this is a singleton, so we can shallow copy
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition SceneManager.cpp:107
static auto getEnum() -> Type
function required by all systems
Definition SceneManager.h:66
auto deregisterScene(Scene &scene) -> void
Definition SceneManager.cpp:282
auto onRender() -> void override
called every frame after update has been called for every object.
Definition SceneManager.cpp:98
auto getCurrentScene() const -> GameObject *
Definition SceneManager.cpp:265
auto removeOldScene(GameObject *oldScene) const -> void
remove the old root node, as well as call onSceneExit()
Definition SceneManager.cpp:112
SceneManager(SceneManager &&other) noexcept=default
default move ctor
~SceneManager() override=default
auto receiveResetKeyPressed(const Message *message) -> Message
Definition SceneManager.cpp:196
the type of elements in a basic_json container
Definition GameObject.h:32
Definition Message.h:34
Definition SceneManager.h:24
state updates
Definition SceneManager.h:33
state messages
Definition SceneManager.h:34
friend auto from_json(const json &j, SceneState &p) -> void
Definition SceneManager.h:46
state
Definition SceneManager.h:26
@ F
Definition SceneManager.h:28
@ T
Definition SceneManager.h:27
@ noEffect
Definition SceneManager.h:29
state renders
Definition SceneManager.h:32
friend auto to_json(json &j, const SceneState &p) -> void
Definition SceneManager.h:36