35 lines
1.3 KiB
C++
35 lines
1.3 KiB
C++
#pragma once
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#include <vector>
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#include <memory>
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#include <functional>
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#include <utils.hpp>
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#include <object/entity.hpp>
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#include <mutex>
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#include <unordered_map>
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namespace Game::State {
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class GameState {
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public:
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static GameState& getInstance() { static GameState instance; return instance; }
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// Execute work while holding the GameState mutex to keep access thread-safe.
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template<typename Fn>
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void withEntitiesLocked(Fn&& fn) {
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std::scoped_lock lock(mMutex);
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fn(mEntityMap);
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}
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void wipe();
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Object::Entity* getEntityByName(const std::string& name); // Get an entity by name, returns nullptr if no entity with the name exists
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std::vector<Object::Entity*> getEntitiesSnapshot(bool sortByZIndex = false); // Get a stable snapshot of entity pointers for iteration outside the lock
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// Add an entity to the gamestate; returns a pointer to the stored entity.
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Object::Entity* addEntity(std::unique_ptr<Object::Entity> entity);
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bool removeEntity(const std::string& name);
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private:
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mutable std::mutex mMutex; // Shared mutex for thread safety
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std::unordered_map<std::string, std::unique_ptr<Object::Entity>> mEntityMap; // Own entities while allowing O(1) lookup by name
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};
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} |