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CmpPtr.h
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1 /* Copyright (C) 2012 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #ifndef INCLUDED_CMPPTR
19 #define INCLUDED_CMPPTR
20 
22 
23 class CSimContext;
24 class CSimulation2;
25 class IComponent;
26 
27 // Helper functions for CmpPtr
28 IComponent* QueryInterface(const CSimContext& context, entity_id_t ent, int iid);
29 IComponent* QueryInterface(const CSimulation2& simulation, entity_id_t ent, int iid);
30 
31 /**
32  * A simplified syntax for accessing entity components.
33  * E.g. to get the @c Position component, write:
34  *
35  * @code
36  * CmpPtr<ICmpPosition> cmpPosition(context, ent);
37  * if (!cmpPosition)
38  * // do something (maybe just silently abort; you should never crash if the
39  * // component is missing, even if you're sure it should never be missing)
40  * @endcode
41  *
42  * where @c context is (if you're writing component code) a CSimContext object, or
43  * (if you're writing external engine code that makes use of the simulation system)
44  * a CSimulation2 object; and @c ent is the entity ID.
45  *
46  * @c ent can be CComponentManager::SYSTEM_ENTITY (if you're writing a component), or
47  * CSimulation2::SYSTEM_ENTITY (for external code), if you want to access the global
48  * singleton system components.
49  *
50  * You should never hold onto a component pointer outside of the method in which you acquire
51  * it, because it might get deleted and invalidate your pointer. (Components will never be
52  * deleted while inside a simulation method.)
53  */
54 template<typename T>
55 class CmpPtr
56 {
57 private:
58  T* m;
59 
60  // "Safe Bool Idiom" based on http://www.artima.com/cppsource/safebool.html
61  // to allow "if (cmp)" and "if (!cmp)" etc, without also allowing "int i = cmp"
62  // or "if (cmp1 == cmp2)" etc.
63  typedef void (CmpPtr::*bool_type)() const;
65 
66 public:
67  CmpPtr(const CSimContext& context, entity_id_t ent)
68  {
69  m = static_cast<T*>(QueryInterface(context, ent, T::GetInterfaceId()));
70  }
71 
72  CmpPtr(const CSimulation2& simulation, entity_id_t ent)
73  {
74  m = static_cast<T*>(QueryInterface(simulation, ent, T::GetInterfaceId()));
75  }
76 
78  {
80  if (cache != NULL && T::GetInterfaceId() < (int)cache->numInterfaces)
81  m = static_cast<T*>(cache->interfaces[T::GetInterfaceId()]);
82  else
83  m = NULL;
84  }
85 
86  T* operator->() { return m; }
87 
88  operator bool_type() const
89  {
90  return (m != NULL) ? &CmpPtr::this_type_does_not_support_comparisons : 0;
91  }
92 };
93 
94 template<typename T, typename U>
95 bool operator!=(const CmpPtr<T>& lhs, const U& UNUSED(rhs))
96 {
98  return false;
99 }
100 
101 template<typename T, typename U>
102 bool operator==(const CmpPtr<T>& lhs, const U& UNUSED(rhs))
103 {
105  return false;
106 }
107 
108 #endif // INCLUDED_CMPPTR
IComponent * interfaces[1]
Definition: Entity.h:66
size_t numInterfaces
Definition: Entity.h:65
#define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning. ...
void(CmpPtr::* bool_type)() const
Definition: CmpPtr.h:63
CmpPtr(const CSimulation2 &simulation, entity_id_t ent)
Definition: CmpPtr.h:72
bool operator==(const FCDJointWeightPair &a, const FCDJointWeightPair &b)
Definition: GeomReindex.cpp:59
Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPt...
Definition: Entity.h:80
Contains pointers to various &#39;global&#39; objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
Definition: SimContext.h:32
Public API for simulation system.
Definition: Simulation2.h:46
CmpPtr(CEntityHandle ent)
Definition: CmpPtr.h:77
IComponent * QueryInterface(const CSimContext &context, entity_id_t ent, int iid)
Definition: CmpPtr.cpp:26
#define T(string_literal)
Definition: secure_crt.cpp:70
A simplified syntax for accessing entity components.
Definition: CmpPtr.h:55
CmpPtr(const CSimContext &context, entity_id_t ent)
Definition: CmpPtr.h:67
NOTHROW_DEFINE bool operator!=(const AlignedAllocator< T1 > &, const AlignedAllocator< T2 > &)
T * operator->()
Definition: CmpPtr.h:86
T * m
Definition: CmpPtr.h:58
void this_type_does_not_support_comparisons() const
Definition: CmpPtr.h:64
u32 entity_id_t
Entity ID type.
Definition: Entity.h:24
SEntityComponentCache * GetComponentCache() const
Definition: Entity.h:90