coeng

annotate src/gobj.cc @ 5:0e5da17d589c

decided to really work on this, so first a slight rename
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 14 Feb 2015 01:35:42 +0200
parents src/gameobj.cc@4a1c9597f4d3
children 2f872a179914
rev   line source
nuclear@2 1 #include <stdio.h>
nuclear@1 2 #include <algorithm>
nuclear@5 3 #include "gobj.h"
nuclear@1 4
nuclear@1 5 GameObject::GameObject()
nuclear@1 6 {
nuclear@1 7 sorted = true;
nuclear@1 8 }
nuclear@1 9
nuclear@1 10 GameObject::~GameObject()
nuclear@1 11 {
nuclear@1 12 for(size_t i=0; i<comp.size(); i++) {
nuclear@1 13 delete comp[i];
nuclear@1 14 }
nuclear@1 15 }
nuclear@1 16
nuclear@1 17 bool GameObject::add_component(Component *c)
nuclear@1 18 {
nuclear@1 19 const char *name = c->get_name();
nuclear@1 20
nuclear@1 21 if(comp_by_name.find(name) != comp_by_name.end()) {
nuclear@1 22 fprintf(stderr, "component %s already exists in this game object (%p)\n", name, (void*)this);
nuclear@1 23 return false;
nuclear@1 24 }
nuclear@1 25
nuclear@1 26 try {
nuclear@1 27 comp.push_back(c);
nuclear@1 28 comp_by_name[name] = c;
nuclear@2 29
nuclear@2 30 c->gobj = this;
nuclear@1 31 }
nuclear@1 32 catch(...) {
nuclear@1 33 fprintf(stderr, "failed to add component: %s\n", name);
nuclear@1 34 return false;
nuclear@1 35 }
nuclear@1 36
nuclear@1 37 sorted = false;
nuclear@1 38 return true;
nuclear@1 39 }
nuclear@1 40
nuclear@1 41 bool GameObject::remove_component(Component *c)
nuclear@1 42 {
nuclear@1 43 for(size_t i=0; i<comp.size(); i++) {
nuclear@1 44 if(comp[i] == c) {
nuclear@1 45 comp.erase(comp.begin() + i);
nuclear@1 46 comp_by_name.erase(c->get_name());
nuclear@1 47 return true;
nuclear@1 48 }
nuclear@1 49 }
nuclear@1 50 return false;
nuclear@1 51 }
nuclear@1 52
nuclear@1 53 bool GameObject::delete_component(Component *c)
nuclear@1 54 {
nuclear@1 55 if(remove_component(c)) {
nuclear@1 56 delete c;
nuclear@1 57 return true;
nuclear@1 58 }
nuclear@1 59 return false;
nuclear@1 60 }
nuclear@1 61
nuclear@1 62 Component *GameObject::get_component(const char *name) const
nuclear@1 63 {
nuclear@1 64 std::map<std::string, Component*>::const_iterator it;
nuclear@1 65 if((it = comp_by_name.find(name)) != comp_by_name.end()) {
nuclear@1 66 return it->second;
nuclear@1 67 }
nuclear@1 68 return 0;
nuclear@1 69 }
nuclear@1 70
nuclear@1 71 void GameObject::update()
nuclear@1 72 {
nuclear@1 73 if(!sorted) {
nuclear@1 74 std::sort(comp.begin(), comp.end());
nuclear@1 75 }
nuclear@1 76
nuclear@1 77 for(size_t i=0; i<comp.size(); i++) {
nuclear@1 78 comp[i]->update();
nuclear@1 79 }
nuclear@1 80 }