<commit_before>//
// Created by mrjaqbq on 07.03.16.
//

#ifndef YAGE_ENGINE_H
#define YAGE_ENGINE_H

#include <memory>
#include <string>
#include <unordered_map>
#include <Utils/Handle.h>
#include <Utils/List.h>

#include "MemoryModule.h"

#ifdef CREATE_NEW
#undef CREATE_NEW
#endif

#ifdef CreateWindow
#undef CreateWindow
#endif

namespace Logic
{
	class Scene;

	class SceneManager;
}

namespace Gfx
{
	class Renderer;
	class BufferManager;
}

namespace Resources
{
	class MeshManager;
	class MaterialManager;
	class ShaderManager;
}

namespace Scripts
{
	class ScriptManager;
}

namespace Core
{
	using namespace Utils;

	class Config;

	class Logger;

	class Window;

	class WindowManager;

	struct Context;

	struct GameTime;

	class IManager;

	class Engine
	{
		borrowed_ptr<Logic::Scene> activeScene;

		bool _cleanedUp = false;

	public:

		static void initializeReferences(Engine* engine);

		const std::string Name;

		borrowed_ptr<MemoryModule> MemoryModule;

		borrowed_ptr<Core::Config> Config;

		borrowed_ptr<Gfx::Renderer> Renderer;

		borrowed_ptr<Gfx::BufferManager> BufferManager;

		borrowed_ptr<Resources::MeshManager> MeshManager;
		borrowed_ptr<Resources::MaterialManager> MaterialManager;
		borrowed_ptr<Resources::ShaderManager> ShaderManager;
		borrowed_ptr<Core::WindowManager> WindowManager;

		explicit Engine(std::string name, std::size_t memorySize);

		virtual ~Engine() { CleanUp(); }

		// Create Window based on current configuration
		auto CreateWindow() const noexcept -> Utils::Handle<Window>;

		// Load configuration
		auto LoadConfig(std::string path = "Config.json") -> bool;

		// Initialize graphics context based on current config
		auto Initialize() -> bool;

		auto SwitchScene(borrowed_ptr<Logic::Scene> scene) -> void;

		// Draw all renderpasses for active scenes
		auto Draw(const Core::Window& window) -> void;
<commit_msg>fixed gcc error with type name collision<commit_after>//
// Created by mrjaqbq on 07.03.16.
//

#ifndef YAGE_ENGINE_H
#define YAGE_ENGINE_H

#include <memory>
#include <string>
#include <unordered_map>
#include <Utils/Handle.h>
#include <Utils/List.h>

#include "MemoryModule.h"

#ifdef CREATE_NEW
#undef CREATE_NEW
#endif

#ifdef CreateWindow
#undef CreateWindow
#endif

namespace Logic
{
	class Scene;

	class SceneManager;
}

namespace Gfx
{
	class Renderer;
	class BufferManager;
}

namespace Resources
{
	class MeshManager;
	class MaterialManager;
	class ShaderManager;
}

namespace Scripts
{
	class ScriptManager;
}

namespace Core
{
	using namespace Utils;

	class Config;

	class Logger;

	class Window;

	class WindowManager;

	struct Context;

	struct GameTime;

	class IManager;

	class Engine
	{
		borrowed_ptr<Logic::Scene> activeScene;

		bool _cleanedUp = false;

	public:

		static void initializeReferences(Engine* engine);

		const std::string Name;

		borrowed_ptr<Core::MemoryModule> MemoryModule;

		borrowed_ptr<Core::Config> Config;

		borrowed_ptr<Gfx::Renderer> Renderer;

		borrowed_ptr<Gfx::BufferManager> BufferManager;

		borrowed_ptr<Resources::MeshManager> MeshManager;
		borrowed_ptr<Resources::MaterialManager> MaterialManager;
		borrowed_ptr<Resources::ShaderManager> ShaderManager;
		borrowed_ptr<Core::WindowManager> WindowManager;

		explicit Engine(std::string name, std::size_t memorySize);

		virtual ~Engine() { CleanUp(); }

		// Create Window based on current configuration
		auto CreateWindow() const noexcept -> Utils::Handle<Window>;

		// Load configuration
		auto LoadConfig(std::string path = "Config.json") -> bool;

		// Initialize graphics context based on current config
		auto Initialize() -> bool;

		auto SwitchScene(borrowed_ptr<Logic::Scene> scene) -> void;

		// Draw all renderpasses for active scenes
		auto Draw(const Core::Window& window) -> void;

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