/
TargetManager.h
55 lines (45 loc) · 1.49 KB
/
TargetManager.h
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#pragma once
#include <map>
#include <string>
#include "ientity.h"
#include "Target.h"
namespace entity
{
/**
* greebo: TargetManager keeps track of all Target objects in the current scene.
* An instance is owned by each map's root node.
*/
class TargetManager :
public ITargetManager
{
private:
// The list of all named Target objects
std::map<std::string, TargetPtr> _targets;
// An empty Target (this is returned if an empty name is requested)
TargetPtr _emptyTarget;
public:
TargetManager();
/**
* greebo: Returns the Target with the given name.
*
* This never returns NULL, a Target is created if it doesn't exist yet.
*/
ITargetableObjectPtr getTarget(const std::string& name) override;
/**
* greebo: Associates the Target with the given name
* to the given scene::INode.
*
* The Target will be created if it doesn't exist yet.
*/
void associateTarget(const std::string& name, const scene::INode& node) override;
// Is called by the TargetableNode to notify about a position change
void onTargetPositionChanged(const std::string& name, const scene::INode& node) override;
/**
* greebo: Disassociates the Target from the given name. The node
* must also be passed to allow the manager to check the request.
* Otherwise it would be possible for cloned nodes to dissociate
* the target from their source node.
*/
void clearTarget(const std::string& name, const scene::INode& node) override;
};
} // namespace entity