SceneObjectList.h 2.4 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SCENE_OBJECT_LIST_H_
  23. #define _SCENE_OBJECT_LIST_H_
  24. #ifndef _VECTOR_H_
  25. #include "collection/vector.h"
  26. #endif
  27. //-----------------------------------------------------------------------------
  28. class SceneObject;
  29. //-----------------------------------------------------------------------------
  30. class SceneObjectList : public VectorPtr<SceneObject*>
  31. {
  32. static S32 QSORT_CALLBACK compareId(const void* a,const void* b);
  33. public:
  34. ///< Add the SceneObject* to the end of the list, unless it's already in the list.
  35. void pushBack(SceneObject*);
  36. ///< Add the SceneObject* to the end of the list, moving it there if it's already present in the list.
  37. void pushBackForce(SceneObject*);
  38. ///< Add the SceneObject* to the start of the list.
  39. void pushFront(SceneObject*);
  40. ///< Remove the SceneObject* from the list; may disrupt order of the list.
  41. void remove(SceneObject*);
  42. /// Remove the SimObject* from the list; guaranteed to preserve list order.
  43. void removeStable(SceneObject* pObject);
  44. inline SceneObject* at(S32 index) const { if(index >= 0 && index < size()) return (*this)[index]; return NULL; }
  45. ///< Sort the list by object ID.
  46. void sortId();
  47. };
  48. #endif // _SCENE_OBJECT_LIST_H_