-
Notifications
You must be signed in to change notification settings - Fork 0
/
Actor.cpp
101 lines (89 loc) · 1.93 KB
/
Actor.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
// ----------------------------------------------------------------
// From Game Programming in C++ by Sanjay Madhav
// Copyright (C) 2017 Sanjay Madhav. All rights reserved.
//
// Released under the BSD License
// See LICENSE in root directory for full details.
// ----------------------------------------------------------------
#include "Actor.h"
#include "Game.h"
#include "Component.h"
#include <algorithm>
Actor::Actor(Game* game)
:mState(EActive)
, mPosition(Vector2::Zero)
, mScale(1.0f)
, mRotation(0.0f)
, mGame(game)
{
mGame->AddActor(this);
}
Actor::~Actor()
{
mGame->RemoveActor(this);
// Need to delete components
// Because ~Component calls RemoveComponent, need a different style loop
while (!mComponents.empty())
{
delete mComponents.back();
}
}
void Actor::Update(float deltaTime)
{
if (mState == EActive)
{
UpdateComponents(deltaTime);
UpdateActor(deltaTime);
}
}
void Actor::UpdateComponents(float deltaTime)
{
for (auto comp : mComponents)
{
comp->Update(deltaTime);
}
}
void Actor::UpdateActor(float deltaTime)
{
}
void Actor::ProcessInput(const uint8_t* keyState)
{
if (mState == EActive)
{
// First process input for components
for (auto comp : mComponents)
{
comp->ProcessInput(keyState);
}
ActorInput(keyState);
}
}
void Actor::ActorInput(const uint8_t* keyState)
{
}
void Actor::AddComponent(Component* component)
{
// Find the insertion point in the sorted vector
// (The first element with a order higher than me)
int myOrder = component->GetUpdateOrder();
auto iter = mComponents.begin();
for (;
iter != mComponents.end();
++iter)
{
if (myOrder < (*iter)->GetUpdateOrder())
{
break;
}
}
// Inserts element before position of iterator
mComponents.insert(iter, component);
}
void Actor::RemoveComponent(Component* component)
{
auto iter = std::find(mComponents.begin(), mComponents.end(), component);
if (iter != mComponents.end())
{
mComponents.erase(iter);
}
}