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moonfall/ActorManager.h

61 lines
3.2 KiB
C++

/*
Moonfall Copyright (C) 2008 Alex Yatskov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
class ActorManager
{
public:
ActorManager();
void Render(const boost::shared_ptr<Surface>& target, const Rect4i& bounds);
void Update(float elapsed, const Rect4i& bounds);
boost::weak_ptr<Actor> AddActor(const char* actorAlias, const Vector2i& actorPosition, const char* actorName);
boost::weak_ptr<const Actor> GetActor(Token actorId) const;
boost::weak_ptr<Actor> GetActor(Token actorId);
boost::weak_ptr<const Actor> GetActor(const char* actorName) const;
boost::weak_ptr<Actor> GetActor(const char* actorName);
boost::weak_ptr<const Actor> PickActor(const Vector2i& position, const Vector2i& extents = Vector2i(512, 512)) const;
boost::weak_ptr<Actor> PickActor(const Vector2i& position, const Vector2i& extents = Vector2i(512, 512));
void EnumerateActors(std::vector<boost::weak_ptr<Actor> >* actors, const Vector2i& position, const Vector2i& extents = Vector2i(512, 512));
void EnumerateActors(std::vector<boost::weak_ptr<Actor> >* actors);
void RemoveActor(Token actorId);
void ClearActors();
void UpdateActorPosition(Token actorId, const Vector2i& positionOld, const Vector2i& positionNew);
void UpdateActorId(Token actorIdOld, Token actorIdNew);
bool IsLayerVisible(ActorLayer layer) const;
void ShowLayer(ActorLayer layer);
void HideLayer(ActorLayer layer);
void ShowAllLayers();
void HideAllLayers();
void ShowShapes();
void HideShapes();
bool AreShapesVisible() const;
private:
static bool ActorSorter(const boost::shared_ptr<Actor>& actor1, const boost::shared_ptr<Actor>& actor2);
Grid<boost::shared_ptr<Actor>, Token> m_actors;
std::vector<boost::shared_ptr<Actor> > m_actorCache;
unsigned m_layers;
bool m_renderShapes;
};