105 lines
1.9 KiB
C++
105 lines
1.9 KiB
C++
// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
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#include <NazaraSDK/EntityOwner.hpp>
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#include <functional>
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#include <limits>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::EntityOwner
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* \brief NDK class that represents the owner of the entity and so its lifetime
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*/
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/*!
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* \brief Constructs a EntityOwner object
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*
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* \param entity Entity to own
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*/
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inline EntityOwner::EntityOwner(Entity* entity) :
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EntityOwner()
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{
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Reset(entity);
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}
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/*!
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* \brief Destructs the object and calls Reset
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*
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* \see Reset
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*/
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inline EntityOwner::~EntityOwner()
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{
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Reset(nullptr);
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}
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/*!
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* \brief Release the ownership of the entity without killing it
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*/
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inline void EntityOwner::Release()
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{
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EntityHandle::Reset(nullptr);
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}
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/*!
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* \brief Resets the ownership of the entity, previous is killed
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*
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* \param entity Entity to own
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*/
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inline void EntityOwner::Reset(Entity* entity)
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{
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if (IsValid())
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GetObject()->Kill();
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EntityHandle::Reset(entity);
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}
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/*!
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* \brief Resets the ownership of the entity by move semantic
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*
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* \param handle EntityOwner to move into this
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*/
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inline void EntityOwner::Reset(EntityOwner&& handle)
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{
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Reset(handle.GetObject());
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handle.Release();
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}
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/*!
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* \brief Resets the ownership of the entity to the affected one
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*
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* \param entity Entity to own
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*/
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inline EntityOwner& EntityOwner::operator=(Entity* entity)
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{
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Reset(entity);
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return *this;
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}
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/*!
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* \brief Steals ownership of a EntityOwner
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*
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* \param handle Handle to the new entity to own, or an invalid handle
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*/
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inline EntityOwner& EntityOwner::operator=(EntityOwner&& handle) noexcept
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{
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Reset(); //< Kill previously owned entity, if any
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EntityHandle::operator=(std::move(handle));
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return *this;
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}
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}
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namespace std
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{
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template<>
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struct hash<Ndk::EntityOwner> : public hash<Ndk::EntityHandle>
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{
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};
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}
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