ComponentManager增加自动释放功能
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@@ -58,10 +58,24 @@ public:
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*/
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class Component
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{
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static uint unique_id_count;
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uint unique_id;
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SceneNode * OwnerNode;
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ComponentManager * Manager;
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ComponentData * Data;
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protected:
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friend class ComponentManager;
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virtual void OnDetachManager(ComponentManager *cm)
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{
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if(cm==Manager)
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Manager=nullptr;
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}
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public:
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Component()=delete;
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@@ -72,6 +86,8 @@ public:
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public:
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uint GetUniqueID ()const{return unique_id;}
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SceneNode * GetOwnerNode()const{return OwnerNode;}
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ComponentManager * GetManager ()const{return Manager;}
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ComponentData * GetData ()const{return Data;}
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@@ -83,7 +99,7 @@ public:
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public: //事件
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virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
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virtual void OnDetach(SceneNode *node){OwnerNode=nullptr;} ///<从节点分离事件
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virtual void OnDetach(SceneNode *){OwnerNode=nullptr;} ///<从节点分离事件
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virtual void OnFocusLost(){} ///<焦点丢失事件
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virtual void OnFocusGained(){} ///<焦点获得事件
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@@ -108,17 +124,17 @@ public:
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virtual const size_t GetComponentHashCode()const=0;
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virtual const size_t GetHashCode()const=0;
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virtual ~ComponentManager()=default;
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virtual ~ComponentManager();
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public:
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virtual Component * CreateComponent(ComponentData *)=0;
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int GetComponentCount()const{return component_set.GetCount();}
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const size_t GetComponentCount()const{return component_set.GetCount();}
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ComponentSet & GetComponents(){return component_set;}
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int GetComponents(ArrayList<Component *> &comp_list,SceneNode *);
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int GetComponents(ComponentList &comp_list,SceneNode *);
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virtual void UpdateComponents(const double delta_time);
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