gba-sprite-engine/engine/include/engine/Scene.h

42 lines
1.2 KiB
C++

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