gba-sprite-engine/engine/include/libgba-sprite-engine/scene.h

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//
// Created by Wouter Groeneveld on 28/07/18.
//
#ifndef GBA_SPRITE_ENGINE_SCRENE_H
#define GBA_SPRITE_ENGINE_SCRENE_H
#include <vector>
#include <functional>
#include <libgba-sprite-engine/background/background.h>
#include <libgba-sprite-engine/sprites/sprite.h>
#include <libgba-sprite-engine/palette/palette_manager.h>
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class GBAEngine;
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class Scene {
protected:
std::unique_ptr<ForegroundPaletteManager> foregroundPalette;
std::unique_ptr<BackgroundPaletteManager> backgroundPalette;
std::shared_ptr<GBAEngine> engine;
void addSprite(Sprite* sprite);
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public:
ForegroundPaletteManager* getForegroundPalette() { return foregroundPalette.get(); }
BackgroundPaletteManager* getBackgroundPalette() { return backgroundPalette.get(); }
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// WHY raw pointers? they're unwrapped unique_ptrs managed by the scene implementation - will be cleaned up in engine
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virtual std::vector<Sprite*> sprites() = 0;
virtual std::vector<Background*> backgrounds() = 0;
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virtual void load() = 0;
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virtual void tick(u16 keys) = 0;
Scene(std::shared_ptr<GBAEngine> engine) :
engine(engine),
foregroundPalette(std::unique_ptr<ForegroundPaletteManager>(new ForegroundPaletteManager())),
backgroundPalette(std::unique_ptr<BackgroundPaletteManager>(new BackgroundPaletteManager())) { }
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virtual ~Scene() {
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// scenes should manage their own resources - use std::unique_ptr
}
};
#endif //GBA_SPRITE_ENGINE_SCRENE_H