Line data Source code
1 : /* Copyright (C) 2015 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_CMPPTR
19 : #define INCLUDED_CMPPTR
20 :
21 : #include "simulation2/system/Entity.h"
22 :
23 : class CSimContext;
24 : class CSimulation2;
25 : class IComponent;
26 :
27 : // Helper functions for CmpPtr
28 : IComponent* QueryInterface(const CSimContext& context, entity_id_t ent, int iid);
29 : IComponent* QueryInterface(const CSimulation2& simulation, entity_id_t ent, int iid);
30 :
31 : /**
32 : * A simplified syntax for accessing entity components.
33 : * E.g. to get the @c Position component, write:
34 : *
35 : * @code
36 : * CmpPtr<ICmpPosition> cmpPosition(context, ent);
37 : * if (!cmpPosition)
38 : * // do something (maybe just silently abort; you should never crash if the
39 : * // component is missing, even if you're sure it should never be missing)
40 : * @endcode
41 : *
42 : * where @c context is (if you're writing component code) a CSimContext object, or
43 : * (if you're writing external engine code that makes use of the simulation system)
44 : * a CSimulation2 object; and @c ent is the entity ID.
45 : *
46 : * @c ent can be CComponentManager::SYSTEM_ENTITY (if you're writing a component), or
47 : * CSimulation2::SYSTEM_ENTITY (for external code), if you want to access the global
48 : * singleton system components.
49 : *
50 : * You should never hold onto a component pointer outside of the method in which you acquire
51 : * it, because it might get deleted and invalidate your pointer. (Components will never be
52 : * deleted while inside a simulation method.)
53 : */
54 : template<typename T>
55 : class CmpPtr
56 : {
57 : private:
58 : T* m;
59 :
60 : public:
61 112 : CmpPtr(const CSimContext& context, entity_id_t ent)
62 : {
63 112 : m = static_cast<T*>(QueryInterface(context, ent, T::GetInterfaceId()));
64 112 : }
65 :
66 0 : CmpPtr(const CSimulation2& simulation, entity_id_t ent)
67 : {
68 0 : m = static_cast<T*>(QueryInterface(simulation, ent, T::GetInterfaceId()));
69 0 : }
70 :
71 75 : CmpPtr(CEntityHandle ent)
72 : {
73 75 : SEntityComponentCache* cache = ent.GetComponentCache();
74 75 : if (cache != NULL && T::GetInterfaceId() < (int)cache->numInterfaces)
75 75 : m = static_cast<T*>(cache->interfaces[T::GetInterfaceId()]);
76 : else
77 0 : m = NULL;
78 75 : }
79 :
80 203 : T* operator->() { return m; }
81 :
82 187 : explicit operator bool() const
83 : {
84 187 : return m != NULL;
85 : }
86 : };
87 :
88 : #endif // INCLUDED_CMPPTR
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