using System.Collections.Generic;
namespace Syntriax.Engine.Core.Abstract;
///
/// Represents a game world responsible for managing s.
///
public interface IGameManager : IEntity, IEnumerable
{
///
/// Event triggered when a is registered to the .
///
event OnGameObjectRegisteredDelegate? OnGameObjectRegistered;
///
/// Event triggered when a is unregistered from the .
///
event OnGameObjectUnRegisteredDelegate? OnGameObjectUnRegistered;
///
/// Gets a read-only list of s managed by the .
///
IReadOnlyList GameObjects { get; }
///
/// Registers a to the .
///
/// The to register.
void RegisterGameObject(IGameObject gameObject);
///
/// Instantiates a of type T with the given arguments and registers it to the .
///
/// The type of to instantiate.
/// Constructor parameters for the given type of .
/// The instantiated .
T InstantiateGameObject(params object?[]? args) where T : class, IGameObject;
///
/// Removes a from the .
///
/// The to remove.
/// The removed .
IGameObject RemoveGameObject(IGameObject gameObject);
///
/// Updates the with the given engine time data.
///
/// The engine time.
void Update(EngineTime time);
///
/// Performs operations that should be done before the draw calls.
///
void PreDraw();
delegate void OnGameObjectRegisteredDelegate(IGameManager sender, IGameObject gameObjectRegistered);
delegate void OnGameObjectUnRegisteredDelegate(IGameManager sender, IGameObject gameObjectUnregistered);
}