8e50be24d4
There's a lot of verbosity in the scripts, so it might be beneficial to redice that at some point.
68 lines
1.7 KiB
C++
68 lines
1.7 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef ROOMMANAGER_HPP_
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#define ROOMMANAGER_HPP_
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#include "room_data.hpp"
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#include "singleton.hpp"
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#if defined(__MINGW32__)
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#include "lua/lua.hpp"
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#else
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#include "lua.hpp"
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#endif
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#include <functional>
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#include <map>
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class RoomManager: public Singleton<RoomManager> {
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public:
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//common public methods
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int Create(std::string name, std::string tileset);
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void UnloadAll();
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void UnloadIf(std::function<bool(std::pair<const int,RoomData>)> fn);
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//accessors and mutators
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RoomData* Get(int uid);
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RoomData* Get(std::string name);
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int GetLoadedCount();
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std::map<int, RoomData>* GetContainer();
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//hooks
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lua_State* SetLuaState(lua_State* L);
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lua_State* GetLuaState();
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private:
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friend Singleton<RoomManager>;
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RoomManager() = default;
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~RoomManager() = default;
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//members
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std::map<int, RoomData> elementMap;
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lua_State* lua = nullptr;
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int counter = 0;
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};
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#endif
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