mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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78 lines
3 KiB
C
78 lines
3 KiB
C
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SIMOBJECTLIST_H_
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#define _SIMOBJECTLIST_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _TALGORITHM_H_
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#include "core/tAlgorithm.h"
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#endif
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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// Forward Refs
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class SimObject;
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/// A vector of SimObjects.
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///
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/// As this inherits from VectorPtr, it has the full range of vector methods.
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class SimObjectList : public VectorPtr<SimObject*>
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{
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/// The script callback function for the active sort.
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/// @see scriptSort
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static String smSortScriptCallbackFn;
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/// The script callback comparision callback.
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/// @see scriptSort
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static S32 QSORT_CALLBACK _callbackSort(const void* a,const void* b);
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/// The SimObjectId comparision sort callback.
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/// @see sortId
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static S32 QSORT_CALLBACK _compareId( const void *a, const void *b );
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public:
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bool pushBack(SimObject*); ///< Add the SimObject* to the end of the list, unless it's already in the list.
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bool pushBackForce(SimObject*); ///< Add the SimObject* to the end of the list, moving it there if it's already present in the list.
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bool pushFront(SimObject*); ///< Add the SimObject* to the start of the list.
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bool remove(SimObject*); ///< Remove the SimObject* from the list; may disrupt order of the list.
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SimObject* at(S32 index) const { if(index >= 0 && index < size()) return (*this)[index]; return NULL; }
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/// Remove the SimObject* from the list; guaranteed to preserve list order.
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bool removeStable(SimObject* pObject);
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/// Performs a simple sort by SimObjectId.
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void sortId();
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/// Performs a sort of the objects in the set using a script
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/// callback function to do the comparision.
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/// @see SimSet::scriptSort
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void scriptSort( const String &scriptCallback );
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};
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#endif // _SIMOBJECTLIST_H_
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