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forked from 0ad/0ad
0ad/source/simulation2/system/SimContext.h
2016-02-09 16:12:52 +00:00

71 lines
1.9 KiB
C++

/* Copyright (C) 2016 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_SIMCONTEXT
#define INCLUDED_SIMCONTEXT
#include "Entity.h"
class CComponentManager;
class CUnitManager;
class CTerrain;
class ScriptInterface;
/**
* Contains pointers to various 'global' objects that are needed by the simulation code,
* to allow easy access without using real (evil) global variables.
*/
class CSimContext
{
public:
CSimContext();
~CSimContext();
CComponentManager& GetComponentManager() const;
void SetComponentManager(CComponentManager* man);
bool HasUnitManager() const;
CUnitManager& GetUnitManager() const;
CTerrain& GetTerrain() const;
ScriptInterface& GetScriptInterface() const;
void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; }
CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
/**
* Returns the player ID that the current display is being rendered for.
* Currently relies on g_Game being initialised (evil globals...)
*/
int GetCurrentDisplayedPlayer() const;
void SetCurrentDisplayedPlayer(int player);
private:
CComponentManager* m_ComponentManager;
CUnitManager* m_UnitManager;
CTerrain* m_Terrain;
CEntityHandle m_SystemEntity;
int m_CurrentDisplayedPlayer;
friend class CSimulation2Impl;
};
#endif // INCLUDED_SIMCONTEXT