1
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forked from 0ad/0ad
0ad/source/simulation2/system/DynamicSubscription.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

69 lines
2.0 KiB
C++

/* Copyright (C) 2020 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_DYNAMICSUBSCRIPTION
#define INCLUDED_DYNAMICSUBSCRIPTION
#include "IComponent.h"
#include <set>
#include <vector>
/**
* A list of components that are dynamically subscribed to a particular
* message. The components list is sorted by (entity_id, ComponentTypeId),
* with no duplicates.
*
* To cope with changes to the subscription list while a message is still
* being broadcast, all changes are stored in the added/removed sets. The
* next time a message is sent, they will be merged into the main components
* list.
*/
class CDynamicSubscription
{
struct CompareIComponent
{
bool operator()(const IComponent* cmpA, const IComponent* cmpB) const
{
entity_id_t entityA = cmpA->GetEntityId();
entity_id_t entityB = cmpB->GetEntityId();
if (entityA < entityB)
return true;
if (entityB < entityA)
return false;
int cidA = cmpA->GetComponentTypeId();
int cidB = cmpB->GetComponentTypeId();
if (cidA < cidB)
return true;
return false;
}
};
public:
void Add(IComponent* cmp);
void Remove(IComponent* cmp);
void Flatten();
const std::vector<IComponent*>& GetComponents();
void DebugDump();
private:
std::vector<IComponent*> m_Components; // always in CompareIComponent order
std::set<IComponent*, CompareIComponent> m_Added;
std::set<IComponent*, CompareIComponent> m_Removed;
};
#endif // INCLUDED_DYNAMICSUBSCRIPTION