91ccd16b33
This makes the initialization sequence much cleaner and conceptually well encapsulated. We also now dynamically allocate the Mind objects. They're allocated dynamically by Mrntt inside of initializeReq. This means that we no longer have to worry about jolting and cleaning up the running threads of global mind object even when we never explicitly called Mind.initializeReq. Along with other conceptual improvements to our abstractions, this patch also gets us to a real "end of program initialization" point for the first time.
36 lines
575 B
C++
36 lines
575 B
C++
#ifndef SIMULATOR_H
|
|
#define SIMULATOR_H
|
|
|
|
#include <config.h>
|
|
#include <component.h>
|
|
#include <simulator/scene.h>
|
|
|
|
namespace smo {
|
|
|
|
class Mind;
|
|
class ComponentThread;
|
|
|
|
namespace simulator {
|
|
|
|
class Simulator
|
|
: public MindComponent
|
|
{
|
|
public:
|
|
Simulator(Mind &parent, const std::shared_ptr<ComponentThread> &thread)
|
|
: MindComponent(parent, thread)
|
|
{}
|
|
|
|
~Simulator() = default;
|
|
|
|
void initialize();
|
|
void loadScene(Scene::Id sceneId, Scene &scene);
|
|
|
|
private:
|
|
Scene::Id sceneId;
|
|
Scene scene;
|
|
};
|
|
|
|
} // namespace simulator
|
|
} // namespace smo
|
|
|
|
#endif // SIMULATOR_H
|