0ad/source/simulation2/system/CmpPtr.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

88 lines
2.7 KiB
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/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_CMPPTR
#define INCLUDED_CMPPTR
#include "simulation2/system/Entity.h"
class CSimContext;
class CSimulation2;
class IComponent;
// Helper functions for CmpPtr
IComponent* QueryInterface(const CSimContext& context, entity_id_t ent, int iid);
IComponent* QueryInterface(const CSimulation2& simulation, entity_id_t ent, int iid);
/**
* A simplified syntax for accessing entity components.
* E.g. to get the @c Position component, write:
*
* @code
* CmpPtr<ICmpPosition> cmpPosition(context, ent);
* if (!cmpPosition)
* // do something (maybe just silently abort; you should never crash if the
* // component is missing, even if you're sure it should never be missing)
* @endcode
*
* where @c context is (if you're writing component code) a CSimContext object, or
* (if you're writing external engine code that makes use of the simulation system)
* a CSimulation2 object; and @c ent is the entity ID.
*
* @c ent can be CComponentManager::SYSTEM_ENTITY (if you're writing a component), or
* CSimulation2::SYSTEM_ENTITY (for external code), if you want to access the global
* singleton system components.
*
* You should never hold onto a component pointer outside of the method in which you acquire
* it, because it might get deleted and invalidate your pointer. (Components will never be
* deleted while inside a simulation method.)
*/
template<typename T>
class CmpPtr
{
private:
T* m;
public:
CmpPtr(const CSimContext& context, entity_id_t ent)
{
m = static_cast<T*>(QueryInterface(context, ent, T::GetInterfaceId()));
}
CmpPtr(const CSimulation2& simulation, entity_id_t ent)
{
m = static_cast<T*>(QueryInterface(simulation, ent, T::GetInterfaceId()));
}
CmpPtr(CEntityHandle ent)
{
SEntityComponentCache* cache = ent.GetComponentCache();
if (cache != NULL && T::GetInterfaceId() < (int)cache->numInterfaces)
m = static_cast<T*>(cache->interfaces[T::GetInterfaceId()]);
else
m = NULL;
}
T* operator->() { return m; }
explicit operator bool() const
{
return m != NULL;
}
};
#endif // INCLUDED_CMPPTR