Files
GDevelop/Extensions/LinkedObjects/LinkedObjectsTools.cpp
T
Florian e26bbfa7e4 Exchanged all french messages with their English counterparts.
git-svn-id: svn://localhost@845 8062f311-0dae-4547-b526-b8ab9ac864a5
2012-09-20 19:57:08 +00:00

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3.4 KiB
C++

/**
Game Develop - LinkedObjects Extension
Copyright (c) 2011-2012 Florian Rival (Florian.Rival@gmail.com)
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.
*/
#include "LinkedObjectsTools.h"
#include <iostream>
#include <string>
#include <boost/weak_ptr.hpp>
#include <boost/shared_ptr.hpp>
#include "GDL/Object.h"
#include "GDL/RuntimeScene.h"
#include "ObjectsLinksManager.h"
using namespace std;
namespace GDpriv
{
namespace LinkedObjects
{
std::map < RuntimeScene* , ObjectsLinksManager > ObjectsLinksManager::managers;
bool GD_EXTENSION_API PickObjectsLinkedTo(RuntimeScene & scene, std::map <std::string, std::vector<Object*> *> pickedObjectsLists, int , const std::string &, Object * object, const std::string &)
{
bool objectsHaveBeenPicked = false;;
//We use pickedObjectsLists to find the name of the objects to be picked ( We could use the last argument, but it can be a group name )
for (std::map <std::string, std::vector<Object*> *>::const_iterator it = pickedObjectsLists.begin();it!=pickedObjectsLists.end();++it)
{
//Get a list of all objects with the desired name linked to our object
std::vector<Object*> linkedObjects = ObjectsLinksManager::managers[&scene].GetRawPointersToObjectsLinkedWith(object, it->first);
if ( !objectsHaveBeenPicked && !linkedObjects.empty() ) objectsHaveBeenPicked = true;
//Then pick all of these objects
for (unsigned int j = 0;j<linkedObjects.size();++j)
{
const std::string & linkedObjectName = linkedObjects[j]->GetName();
//Add linked object to appropriate picked object list
if ( pickedObjectsLists.find(linkedObjectName) != pickedObjectsLists.end() )
{
if ( find(pickedObjectsLists[linkedObjectName]->begin(), pickedObjectsLists[linkedObjectName]->end(), linkedObjects[j]) == pickedObjectsLists[linkedObjectName]->end() )
pickedObjectsLists[linkedObjectName]->push_back(linkedObjects[j]);
}
}
}
return objectsHaveBeenPicked;
}
void GD_EXTENSION_API LinkObjects(RuntimeScene & scene, Object * a, Object * b, const std::string & ,const std::string & )
{
ObjectsLinksManager::managers[&scene].LinkObjects(a, b);
}
void GD_EXTENSION_API RemoveLinkBetween(RuntimeScene & scene, Object * a, Object * b, const std::string & ,const std::string & )
{
ObjectsLinksManager::managers[&scene].RemoveLinkBetween(a, b);
}
void GD_EXTENSION_API RemoveAllLinksOf(RuntimeScene & scene, Object * object)
{
ObjectsLinksManager::managers[&scene].RemoveAllLinksOf(object);
}
}
}