Ykkrosh
4fe991074f
Make CSimContext accessible to all component code, so they don't all have to save their own copies of it. This was SVN commit r7490.
66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "SimContext.h"
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#include "ComponentManager.h"
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CSimContext::CSimContext() :
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m_ComponentManager(NULL), m_UnitManager(NULL), m_Terrain(NULL)
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{
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}
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CSimContext::~CSimContext()
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{
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}
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CComponentManager& CSimContext::GetComponentManager() const
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{
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debug_assert(m_ComponentManager);
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return *m_ComponentManager;
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}
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bool CSimContext::HasUnitManager() const
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{
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return m_UnitManager != NULL;
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}
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CUnitManager& CSimContext::GetUnitManager() const
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{
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debug_assert(m_UnitManager);
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return *m_UnitManager;
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}
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CTerrain& CSimContext::GetTerrain() const
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{
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debug_assert(m_Terrain);
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return *m_Terrain;
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}
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void CSimContext::SetComponentManager(CComponentManager* man)
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{
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debug_assert(!m_ComponentManager);
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m_ComponentManager = man;
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}
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ScriptInterface& CSimContext::GetScriptInterface() const
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{
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return GetComponentManager().GetScriptInterface();
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}
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