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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 SceneManager(const SceneManager& other);
88 SceneManager(SceneManager&& other) noexcept;
89 auto operator=(const SceneManager& other) -> SceneManager&;
90 auto operator=(SceneManager&& other) noexcept -> SceneManager&;
91
92
93#pragma region overridden_functions
94
95 auto clone() const -> std::unique_ptr<GameObject> override
96 {
97 return std::make_unique<SceneManager>(*this);
98 }
99
100protected:
101 auto systemShowMenu() -> void override;
102
103public:
104 auto onUpdate(float dt) -> void override;
105
106 auto endWindow() -> void override
107 {
108 }; // for debug ImGUI
109 auto onRender() -> void override;
110 auto load(Stream& stream) -> void override;
111 auto save(Stream& stream) const -> void override;
112 auto saveScene(Stream& stream) const -> void;
113 [[nodiscard("adding child may fail")]] auto addChild(std::unique_ptr<GameObject> newChild) -> bool override;
114
115#pragma endregion
116
117#pragma region SceneManager_functions
118
119
124 auto loadScene(std::unique_ptr<Node> scene) -> void;
125
130 auto loadScene(const std::string& name) -> void;
131
136 auto getCurrentScene() const -> GameObject*;
137
138 auto registerScene(Scene& scene) -> void;
139 auto deregisterScene(Scene& scene) -> void;
140
141
142#pragma endregion
143
144#pragma region messaging_functions
145
146 auto linkMessages() -> void;
147 auto receiveResetKeyPressed(const Message* message) -> Message;
148
149#pragma endregion
150
151private:
152#pragma region member_variables
153
154 std::vector<Scene*> scenes;
155
156#pragma endregion
157
158#pragma region helper_functions
159
161 auto pushCorrectState(const Scene& sceneToKeep, SceneState newState, SceneState keepSceneState,
162 std::vector<Scene*>::iterator::value_type scene) -> void;
164 auto toAllSceneChildren(Scene* parent, std::function<void(Scene*)> func) -> void;
165 auto pushStateToOtherScenes(const Scene& sceneToKeep, SceneState othersState, SceneState keepSceneState) -> void;
166
167
168 auto popAllScenes(const Scene& sceneToKeep) -> void;
169
170#pragma endregion
171
172#pragma region static_variables
173
174#pragma endregion
175
176
177};
178}
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:32
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:95
auto saveScene(Stream &stream) const -> void
Definition SceneManager.cpp:309
friend Scene
Definition SceneManager.h:59
auto linkMessages() -> void
Definition SceneManager.cpp:208
auto toAllSceneChildren(Scene *parent, std::function< void(Scene *)> func) -> void
apply a function to all children of a specific scene
Definition SceneManager.cpp:251
static auto LoadScene(std::unique_ptr< Node > scene) -> void
loads a scene by taking the scene directly
Definition SceneManager.cpp:39
auto pushCorrectState(const Scene &sceneToKeep, SceneState newState, SceneState keepSceneState, std::vector< Scene * >::iterator::value_type scene) -> void
Helper function for pushStateToOtherScenes.
Definition SceneManager.cpp:238
auto pushStateToOtherScenes(const Scene &sceneToKeep, SceneState othersState, SceneState keepSceneState) -> void
Definition SceneManager.cpp:260
auto registerScene(Scene &scene) -> void
Definition SceneManager.cpp:298
auto systemShowMenu() -> void override
Specific systems should override this function to show their specific menu for the system.
Definition SceneManager.cpp:90
std::vector< Scene * > scenes
Definition SceneManager.h:154
SceneManager()
Definition SceneManager.cpp:49
auto loadScene(std::unique_ptr< Node > scene) -> void
loads a scene by taking the scene directly
Definition SceneManager.cpp:189
auto onUpdate(float dt) -> void override
called once every frame.
Definition SceneManager.cpp:121
auto addChild(std::unique_ptr< GameObject > newChild) -> bool override
loads a scene
Definition SceneManager.cpp:146
auto popAllScenes(const Scene &sceneToKeep) -> void
Definition SceneManager.cpp:274
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition SceneManager.h:106
auto operator=(const SceneManager &other) -> SceneManager &
Definition SceneManager.cpp:67
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition SceneManager.cpp:135
static auto getEnum() -> Type
function required by all systems
Definition SceneManager.h:66
auto deregisterScene(Scene &scene) -> void
Definition SceneManager.cpp:303
auto onRender() -> void override
called every frame after update has been called for every object.
Definition SceneManager.cpp:126
auto getCurrentScene() const -> GameObject *
Definition SceneManager.cpp:286
~SceneManager() override=default
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition SceneManager.cpp:130
auto receiveResetKeyPressed(const Message *message) -> Message
Definition SceneManager.cpp:217
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