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ObjectManager.cpp
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ObjectManager.cpp
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////////////////////////////////////////////////////////
// File Name : "ObjectManager.cpp"
//
// Author : Matthew Di Matteo (MD)
//
// Purpose : Manages all objects in the game
////////////////////////////////////////////////////////
#include "ObjectManager.h"
#include "Base.h"
#include <queue>
using namespace std;
struct cmp
{
bool operator() (const CBase * a, const CBase * b)
{
return (a->GetPosY()+a->GetHeight() > b->GetPosY()+b->GetHeight());
}
};
ObjectManager::ObjectManager(void)
{
}
ObjectManager::~ObjectManager(void)
{
RemoveAll();
}
ObjectManager* ObjectManager::GetInstance()
{
static ObjectManager instance;
return &instance;
}
void ObjectManager::UpdateObjects(float fElapsedTime)
{
for (unsigned int i=0; i < m_vObjects.size(); i++)
{
m_vObjects[i]->Update(fElapsedTime);
}
}
void ObjectManager::RenderObjects(void)
{
//Z-Sorted
priority_queue<CBase *, vector<CBase *>, cmp> objects;
for (unsigned int i=0; i < m_vObjects.size(); i++)
{
objects.push(m_vObjects[i]);
}
while (objects.size())
{
objects.top()->Render();
objects.pop();
}
}
void ObjectManager::Add(CBase* pObj)
{
if (pObj != NULL)
m_vObjects.push_back(pObj);
}
void ObjectManager::Remove(CBase* pObj)
{
if (pObj != NULL)
{
vector<CBase*>::iterator iter = m_vObjects.begin();
while(iter != m_vObjects.end())
{
if ((*iter) == pObj)
{
iter = m_vObjects.erase(iter);
break;
}
iter++;
}
}
}
void ObjectManager::RemoveAll(void)
{
m_vObjects.clear();
}