8 #ifndef SCENEMANAGER_HPP_
9 #define SCENEMANAGER_HPP_
12 #include <unordered_map>
29 void registerScene(
const std::string &name, std::unique_ptr<IScene> &&scene);
45 std::unordered_map<std::string, std::unique_ptr<IScene>> _scenes;
46 std::string _currentScene;
Entity class for the game engine.
Definition: Entity.hpp:18
Class managing all the scenes for the game.
Definition: SceneManager.hpp:19
~SceneManager()=default
Default destructor.
void unregisterScene(const std::string &name)
Unregisters a scene.
Definition: SceneManager.cpp:19
SceneManager()
Default constructor.
Definition: SceneManager.hpp:22
void registerScene(const std::string &name, std::unique_ptr< IScene > &&scene)
Registers a new scene.
Definition: SceneManager.cpp:13
void loadScene(const std::string &name)
Loads a scene. Previous scene needs to be unregister before or the scenes will overlap.
Definition: SceneManager.cpp:26
void updateCurrentScene()
Updates the current scene.
Definition: SceneManager.cpp:48
void unloadScene()
Unloads the currently loaded scene.
Definition: SceneManager.cpp:33
void addEntityToCurrentSceneUnload(Entity entity)
Definition: SceneManager.cpp:41
Definition: AssetManager.hpp:15