尝试初建StaticMeshComponent
This commit is contained in:
@@ -58,17 +58,8 @@ class Component
|
||||
public:
|
||||
|
||||
Component()=delete;
|
||||
Component(SceneNode *sn,ComponentData *cd,ComponentManager *cm)
|
||||
{
|
||||
OwnerNode=sn;
|
||||
Data=cd;
|
||||
Manager=cm;
|
||||
}
|
||||
|
||||
virtual ~Component()
|
||||
{
|
||||
SAFE_CLEAR(Data);
|
||||
}
|
||||
Component(ComponentData *,ComponentManager *);
|
||||
virtual ~Component();
|
||||
|
||||
virtual const size_t GetHashCode()const=0;
|
||||
|
||||
@@ -84,6 +75,9 @@ public:
|
||||
|
||||
public: //事件
|
||||
|
||||
virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
|
||||
virtual void OnDetach(){OwnerNode=nullptr;} ///<从节点分离事件
|
||||
|
||||
virtual void OnFocusLost(){} ///<焦点丢失事件
|
||||
virtual void OnFocusGained(){} ///<焦点获得事件
|
||||
};//class Component
|
||||
@@ -94,6 +88,13 @@ class ComponentManager
|
||||
{
|
||||
ComponentSet component_set;
|
||||
|
||||
protected:
|
||||
|
||||
friend class Component; //Component可以直接访问ComponentManager的成员
|
||||
|
||||
virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
|
||||
virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
|
||||
|
||||
public:
|
||||
|
||||
virtual const size_t GetComponentHashCode()const=0;
|
||||
@@ -113,9 +114,6 @@ public:
|
||||
|
||||
virtual void UpdateComponents(const double delta_time);
|
||||
|
||||
virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
|
||||
virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
|
||||
|
||||
public: //事件
|
||||
|
||||
virtual void OnFocusLost(){} ///<焦点丢失事件
|
||||
|
Reference in New Issue
Block a user