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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 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 _SCENE_OBJECT_LIST_H_
- #define _SCENE_OBJECT_LIST_H_
- #ifndef _VECTOR_H_
- #include "collection/vector.h"
- #endif
- //-----------------------------------------------------------------------------
- class SceneObject;
- //-----------------------------------------------------------------------------
- class SceneObjectList : public VectorPtr<SceneObject*>
- {
- static S32 QSORT_CALLBACK compareId(const void* a,const void* b);
- public:
- ///< Add the SceneObject* to the end of the list, unless it's already in the list.
- void pushBack(SceneObject*);
- ///< Add the SceneObject* to the end of the list, moving it there if it's already present in the list.
- void pushBackForce(SceneObject*);
- ///< Add the SceneObject* to the start of the list.
- void pushFront(SceneObject*);
- ///< Remove the SceneObject* from the list; may disrupt order of the list.
- void remove(SceneObject*);
- /// Remove the SimObject* from the list; guaranteed to preserve list order.
- void removeStable(SceneObject* pObject);
- inline SceneObject* at(S32 index) const { if(index >= 0 && index < size()) return (*this)[index]; return NULL; }
- ///< Sort the list by object ID.
- void sortId();
- };
- #endif // _SCENE_OBJECT_LIST_H_
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