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63 lines
2.7 KiB
C++
63 lines
2.7 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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#include <AzCore/std/containers/map.h>
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#include <AzCore/std/parallel/mutex.h>
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#include <AzFramework/Scene/SceneSystemInterface.h>
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#include <AzFramework/Entity/EntityContext.h>
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namespace AzFramework
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{
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class SceneSystemComponent
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: public AZ::Component
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, public SceneSystemInterface::Registrar
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{
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public:
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AZ_COMPONENT(SceneSystemComponent, "{7AC53AF0-BE1A-437C-BE3E-4D6A998DA945}", AZ::Component, ISceneSystem);
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SceneSystemComponent();
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~SceneSystemComponent() override;
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//////////////////////////////////////////////////////////////////////////
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// Component overrides
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void Activate() override;
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void Deactivate() override;
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//////////////////////////////////////////////////////////////////////////
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static void Reflect(AZ::ReflectContext* context);
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
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//////////////////////////////////////////////////////////////////////////
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// SceneSystemInterface overrides
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//////////////////////////////////////////////////////////////////////////
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> CreateScene(AZStd::string_view name) override;
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> CreateSceneWithParent(
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AZStd::string_view name, AZStd::shared_ptr<Scene> parent) override;
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[[nodiscard]] AZStd::shared_ptr<Scene> GetScene(AZStd::string_view name) override;
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void IterateActiveScenes(const ActiveIterationCallback& callback) override;
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void IterateZombieScenes(const ZombieIterationCallback& callback) override;
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bool RemoveScene(AZStd::string_view name) override;
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void ConnectToEvents(SceneEvent::Handler& handler) override;
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private:
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AZ_DISABLE_COPY_MOVE(SceneSystemComponent);
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AZStd::vector<AZStd::shared_ptr<Scene>> m_activeScenes;
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AZStd::vector<AZStd::weak_ptr<Scene>> m_zombieScenes;
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// Using a mutex around the events as other threads may respond to a new/deleted scene by making
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// local updates and unregistering themselves. Since Scene is single threaded, no updates (other
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// then unregistering an event) should be done from other threads though.
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AZStd::recursive_mutex m_eventMutex;
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SceneEvent m_events;
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};
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}
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