Make scene manager store shared pointers to scene to simplify removing scenes

This commit is contained in:
Nikita Lisitsa 2022-02-19 12:36:15 +03:00
parent b4c19a2ca7
commit a3aca66705
3 changed files with 11 additions and 11 deletions

View file

@ -37,8 +37,8 @@ namespace psemek::app
void poll_events();
void run();
void push_scene(std::unique_ptr<scene> s) override;
std::unique_ptr<scene> pop_scene() override;
void push_scene(std::shared_ptr<scene> s) override;
std::shared_ptr<scene> pop_scene() override;
void show_cursor(bool show);
bool vsync() const;

View file

@ -9,8 +9,8 @@ namespace psemek::app
struct scene_manager
{
virtual void push_scene(std::unique_ptr<scene>) = 0;
virtual std::unique_ptr<scene> pop_scene() = 0;
virtual void push_scene(std::shared_ptr<scene>) = 0;
virtual std::shared_ptr<scene> pop_scene() = 0;
virtual ~scene_manager() {}
};

View file

@ -20,7 +20,7 @@ namespace psemek::app
SDL_Window * window = nullptr;
SDL_GLContext gl_context = nullptr;
std::vector<std::unique_ptr<scene>> scene_stack;
std::vector<std::shared_ptr<scene>> scene_stack;
bool running = false;
@ -39,11 +39,11 @@ namespace psemek::app
if (window) SDL_DestroyWindow(window);
}
scene * get_scene()
std::shared_ptr<scene> get_scene()
{
if (!scene_stack.empty())
return scene_stack.back().get();
return parent;
return scene_stack.back();
return std::shared_ptr<scene>(parent, [](scene *){});
}
};
@ -216,7 +216,7 @@ namespace psemek::app
{
SDL_ShowWindow(impl().window);
impl().running = true;
if (impl().get_scene() == this)
if (impl().get_scene().get() == this)
on_scene_enter(this);
while (running())
{
@ -240,7 +240,7 @@ namespace psemek::app
impl().get_scene()->on_scene_exit();
}
void app::push_scene(std::unique_ptr<scene> s)
void app::push_scene(std::shared_ptr<scene> s)
{
impl().get_scene()->on_scene_exit();
@ -250,7 +250,7 @@ namespace psemek::app
impl().get_scene()->on_scene_enter(this);
}
std::unique_ptr<scene> app::pop_scene()
std::shared_ptr<scene> app::pop_scene()
{
if (impl().scene_stack.empty())
return nullptr;