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o3de/Code/Framework/AzFramework/AzFramework/Scene/Scene.cpp

112 lines
2.9 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzFramework/Scene/Scene.h>
namespace AzFramework
{
Scene::Scene(AZStd::string name)
: m_name(AZStd::move(name))
{
}
Scene::Scene(AZStd::string name, AZStd::shared_ptr<Scene> parent)
: m_name(AZStd::move(name))
, m_parent(AZStd::move(parent))
{
}
Scene::~Scene()
{
m_removalEvent.Signal(*this, RemovalEventType::Destroyed);
}
const AZStd::string& Scene::GetName() const
{
return m_name;
}
const AZStd::shared_ptr<Scene>& Scene::GetParent()
{
return m_parent;
}
AZStd::shared_ptr<const Scene> Scene::GetParent() const
{
return m_parent;
}
bool Scene::IsAlive() const
{
return m_isAlive;
}
void Scene::ConnectToEvents(RemovalEvent::Handler& handler)
{
handler.Connect(m_removalEvent);
}
void Scene::ConnectToEvents(SubsystemEvent::Handler& handler)
{
handler.Connect(m_subsystemEvent);
}
AZStd::any* Scene::FindSubsystem(const AZ::TypeId& typeId)
{
AZStd::any* result = FindSubsystemInScene(typeId);
return (!result && m_parent) ? m_parent->FindSubsystem(typeId) : result;
}
const AZStd::any* Scene::FindSubsystem(const AZ::TypeId& typeId) const
{
return const_cast<Scene*>(this)->FindSubsystem(typeId);
}
AZStd::any* Scene::FindSubsystemInScene(const AZ::TypeId& typeId)
{
// Spot check that the internal arrays remain consistent.
AZ_Assert(
m_systemKeys.size() == m_systemObjects.size(), "Key and object list in AzFramework::Scene '%s' have gone out of sync.",
m_name.c_str());
const size_t m_systemKeysCount = m_systemKeys.size();
for (size_t i = 0; i < m_systemKeysCount; ++i)
{
if (m_systemKeys[i] != typeId)
{
continue;
}
else
{
return &m_systemObjects[i];
}
}
return nullptr;
}
const AZStd::any* Scene::FindSubsystemInScene(const AZ::TypeId& typeId) const
{
return const_cast<Scene*>(this)->FindSubsystemInScene(typeId);
}
void Scene::MarkForDestruction()
{
m_isAlive = false;
m_removalEvent.Signal(*this, RemovalEventType::Zombified);
}
void Scene::RemoveSubsystem(size_t index, const AZ::TypeId& subsystemType)
{
m_systemKeys[index] = m_systemKeys.back();
m_systemObjects[index] = AZStd::move(m_systemObjects.back());
m_systemKeys.pop_back();
m_systemObjects.pop_back();
m_subsystemEvent.Signal(*this, SubsystemEventType::Removed, subsystemType);
}
}