Torque3D/Engine/source/console/simObjectList.h
2012-09-19 11:15:01 -04:00

78 lines
3 KiB
C++

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