protot/3rdparty/RuntimeCompiledCpp/Systems/EntitySystem/EntitySystem.cpp

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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
// Implementation
// Apply salts and buffer reuse later
#include "EntitySystem.h"
#include "../../Renderer/IAURenderable.h"
#include "../IUpdateable.h"
#include <assert.h>
//#include physics etc proxies for delete
void EntitySystem::Entity::SetName(const char * sName)
{
if (sName && sName[0])
{
#ifdef _WIN32
strncpy_s(m_sName, sName, AU_ENTITY_NAME_LENGTH);
#else
strncpy(m_sName,sName,AU_ENTITY_NAME_LENGTH);
#endif
m_sName[AU_ENTITY_NAME_LENGTH-1] = '\0';
// Could re length warn here
}
else
{
m_sName[0] = '\0';
// And here
}
}
void EntitySystem::Entity::SetObject(IEntityObject *pObject) { m_pObject = pObject; } // Not safe to delete, created in DLLs...
void EntitySystem::Entity::SetRenderable(IAURenderable *pRenderable) { m_pRenderable = pRenderable; } // Not safe to delete, created in DLLs...
void EntitySystem::Entity::SetUpdateable(IAUUpdateable *pUpdateable) { m_pUpdateable = pUpdateable; } // Not safe to delete, created in DLLs...
AUEntityId EntitySystem::Create(const char * sName)
{
Entity *pEntity = new Entity(m_nextId++);
pEntity->SetName(sName);
m_Entities[pEntity->GetId()] = pEntity;
return pEntity->GetId();
}
bool EntitySystem::Destroy(AUEntityId id)
{
TCESEntities::iterator it = m_Entities.find(id);
if (it != m_Entities.end())
{
IAUEntity *pEntity = it->second;
delete pEntity;
m_Entities.erase(it);
return true;
}
return false;
}
IAUEntity * EntitySystem::Get(AUEntityId id)
{
TCESEntities::iterator it = m_Entities.find(id);
if (it != m_Entities.end())
{
return it->second;
}
return NULL;
}
IAUEntity * EntitySystem::Get(const char * sName)
{
if (sName != NULL && *sName != '\0')
{
TCESEntities::iterator it = m_Entities.begin();
TCESEntities::iterator itEnd = m_Entities.end();
for (; it != itEnd; ++it)
{
if (!strcmp(it->second->GetName(), sName))
{
return it->second;
}
}
}
return NULL;
}
void EntitySystem::GetAll(IAUDynArray<AUEntityId> &entities) const
{
entities.Resize(m_Entities.size());
TCESEntities::const_iterator it = m_Entities.begin();
TCESEntities::const_iterator itEnd = m_Entities.end();
for(int i = 0; it != itEnd; ++it, ++i)
{
entities[i] = it->second->m_id;
}
}
void EntitySystem::Reset()
{
AUDynArray<AUEntityId> entities;
GetAll(entities);
for (size_t i = 0; i < entities.Size(); ++i)
{
Destroy(entities[i]);
}
assert(m_Entities.size() == 0);
}
EntitySystem::EntitySystem(void) : m_nextId(1)
{
}
EntitySystem::~EntitySystem(void)
{
}