Magic_Game/src/kiwano/2d/Component.h

118 lines
2.8 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include <kiwano/core/Time.h>
#include <kiwano/core/ObjectBase.h>
#include <kiwano/core/IntrusiveList.h>
namespace kiwano
{
class Actor;
class Event;
KGE_DECLARE_SMART_PTR(Component);
/// \~chinese
/// @brief 组件列表
typedef IntrusiveList<ComponentPtr> ComponentList;
/**
* \~chinese
* @brief 组件
*/
class KGE_API Component
: public virtual ObjectBase
, protected IntrusiveListValue<ComponentPtr>
{
friend class Actor;
friend IntrusiveList<ComponentPtr>;
public:
/// \~chinese
/// @brief 是否启用组件
bool IsEnable() const;
/// \~chinese
/// @brief 设置组件启用或禁用
void SetEnabled(bool enabled);
/// \~chinese
/// @brief 获取绑定的角色
Actor* GetBoundActor() const;
/// \~chinese
/// @brief 从角色中移除
void RemoveFromActor();
protected:
Component();
virtual ~Component();
/// \~chinese
/// @brief 初始化组件
virtual void InitComponent(Actor* actor);
/// \~chinese
/// @brief 销毁组件
virtual void DestroyComponent();
/// \~chinese
/// @brief 更新组件
virtual void OnUpdate(Duration dt);
/// \~chinese
/// @brief 处理角色事件
virtual void HandleEvent(Event* evt);
private:
bool enabled_;
Actor* actor_;
};
inline bool Component::IsEnable() const
{
return enabled_;
}
inline void Component::SetEnabled(bool enabled)
{
enabled_ = enabled;
}
inline Actor* Component::GetBoundActor() const
{
return actor_;
}
inline void Component::OnUpdate(Duration dt)
{
KGE_NOT_USED(dt);
}
inline void Component::HandleEvent(Event* event)
{
KGE_NOT_USED(event);
}
} // namespace kiwano