本文整理匯總了C++中ObjectManager類的典型用法代碼示例。如果您正苦於以下問題:C++ ObjectManager類的具體用法?C++ ObjectManager怎麽用?C++ ObjectManager使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
在下文中一共展示了ObjectManager類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: QDBusAbstractAdaptor
// DeviceInterface
DeviceInterface::DeviceInterface(const QDBusObjectPath &path, const QVariantMap &properties, QObject *parent)
: QDBusAbstractAdaptor(parent)
, m_mediaPlayer(0)
{
setPath(path);
setObjectParent(parent);
setProperties(properties);
setName(QStringLiteral("org.bluez.Device1"));
// Alias needs special handling
setAlias(properties.value(QStringLiteral("Alias")).toString());
// Create Input1
if (properties.contains(QStringLiteral("Input"))) {
const QVariantMap &inputProps = qdbus_cast<QVariantMap>(properties.value(QStringLiteral("Input")));
InputInterface *input = new InputInterface(path, inputProps, parent);
ObjectManager *manager = ObjectManager::self();
manager->addObject(input);
QVariantMap props = properties;
props.remove(QStringLiteral("Input"));
setProperties(props);
}
}
示例2: assert
map<uint32_t, pair<string, uint32_t> > Colonize::generateListOptions() {
map<uint32_t, pair<string,uint32_t> > options;
Game* game = Game::getGame();
ObjectManager* om = game->getObjectManager();
IGObject::Ptr selectedObj = game->getObjectManager()->getObject(
game->getOrderManager()->getOrderQueue(orderqueueid)->getObjectId());
Planet* planet = dynamic_cast<Planet*>(selectedObj->getObjectBehaviour());
assert(planet);
om->doneWithObject(selectedObj->getID());
set<uint32_t> allObjs = om->getAllIds();
uint32_t availibleUnits = planet->getResource("Army").first + planet->getResource("Army").second - 1;
/* This for loop will iterate over every adjacent planet.
This is where the majority of the work occurs, and we populate our list.
You see here we select an item of the map, in my case (*i)->getID(), and
for that item we create a pair.
If its a little hard to read, here is what I am doing:
options[#] = pair<string,uint32_t>( "title", max# );
For my pair I set the title as the adjacent planet to move to, and set the
max to availible units. */
for(set<uint32_t>::iterator i = allObjs.begin(); i != allObjs.end(); i++) {
IGObject::Ptr currObj = om->getObject((*i));
Planet* owned = dynamic_cast<Planet*>(currObj->getObjectBehaviour());
if ( owned != NULL && owned->getOwner() == 0) {
options[owned->getID()] = pair<string,uint32_t>(
owned->getName(), availibleUnits );
}
}
return options;
}
示例3: ObjectManagerLoadObjectTable
bool ObjectManagerLoadObjectTable(ObjectManager& mgr, ROBJECT_TYPE::ENUM type, SlkTable& table)
{
try
{
ObjTable<Option> objTable;
if (mgr.load(static_cast<OBJ_TYPE::ENUM>(type), objTable))
{
SlkTable baseTable;
if (!mgr.load_base(type, baseTable))
return false;
MetaTable const& metaTable = mgr.load_singleton<META_SLK_TYPE::ENUM, MetaTable>(static_cast<META_SLK_TYPE::ENUM>(type));
TableAppend(table, baseTable);
ObjTableToSlkTable(table, objTable, baseTable, metaTable, mgr.get_converter());
}
else
{
if (!mgr.load_base(type, table))
return false;
}
}
catch (base::exception const&)
{
return false;
}
return true;
}
示例4: handleSceneObjectCreateMessage
void ZonePacketHandler::handleSceneObjectCreateMessage(Message* pack) {
BaseClient* client = (BaseClient*) pack->getClient();
uint64 objectID = pack->parseLong();
pack->shiftOffset(16);
float x = pack->parseFloat();
float z = pack->parseFloat();
float y = pack->parseFloat();
uint32 crc = pack->parseInt();
ObjectManager* objectManager = zone->getObjectManager();
if (objectManager == NULL) {
error("object manager was NULL");
return;
}
SceneObject* object = objectManager->createObject(crc, objectID);
if (object == NULL) {
StringBuffer infoMsg;
infoMsg << "unknown crc 0x" << hex << crc << " received in SceneObjectCreateMessage";
client->debug(infoMsg.toString());
return;
}
if (zone->isSelfPlayer(object)) {
object->setClient(zone->getZoneClient());
}
}
示例5: doOrder
bool UnloadArmament::doOrder(IGObject::Ptr ob){
Fleet* fleet = dynamic_cast<Fleet*>(ob->getObjectBehaviour());
ObjectManager* obman = Game::getGame()->getObjectManager();
ObjectTypeManager* otman = Game::getGame()->getObjectTypeManager();
ResourceManager::Ptr resman = Game::getGame()->getResourceManager();
std::set<uint32_t>objs = obman->getObjectsByPos(fleet->getPosition(), 10000);
IGObject::Ptr planetObj;
Planet* planet;
for (std::set<uint32_t>::const_iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) {
if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) {
planetObj = obman->getObject(*itcurr);
planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
Logger::getLogger()->debug("UnloadArmaments::doOrder Found Planet %s for Unload Armaments Order", planetObj->getName().c_str());
const uint32_t factoryType = resman->getResourceDescription("Factories")->getResourceType();
IdMap weapontype = weaponlist->getList();
for(IdMap::iterator weaponit = weapontype.begin(); weaponit != weapontype.end(); ++weaponit) {
if (planet->removeResource(factoryType, 1)) {
if (fleet->removeResource(weaponit->first, weaponit->second)) {
Logger::getLogger()->debug("UnloadArmaments::doOrder success, adding to resource %d: #:%d", weaponit->first, weaponit->second);
planet->addResource(weaponit->first, weaponit->second);
planetObj->touchModTime();
return true;
}
} else {
turns = 1;
return true;
}
}
}
}
return false;
}
示例6: ConCmd_objectInfo
void ObjectManager::ConCmd_objectInfo(const Console::ArgvType& argv)
{
if (argv.size() != 2) {
pout << "usage: objectInfo <objectnum>" << std::endl;
return;
}
ObjectManager* objman = ObjectManager::get_instance();
ObjId objid = static_cast<ObjId>(strtol(argv[1].c_str(), 0, 0));
Object* obj = objman->getObject(objid);
if (obj == 0) {
bool reserved = false;
if (objid >= 256) // CONSTANT!
reserved = objman->objIDs->isIDUsed(objid);
else
reserved = objman->actorIDs->isIDUsed(objid);
if (reserved)
pout << "Reserved objid: " << objid << std::endl;
else
pout << "No such object: " << objid << std::endl;
} else {
obj->dumpInfo();
}
}
示例7: hide
void Entity::hide(){
if(objectmanagerId != 0){
ObjectManager *objectManager = Global::getInstance()->objectManager;
objectManager->removeObject(objectmanagerId);
objectmanagerId = 0;
}
}
示例8: sendHome
//Sends a fleet back to it's home planet
void TaeTurn::sendHome(uint32_t fleet) {
Game* game = Game::getGame();
ObjectManager* obm = game->getObjectManager();
ObjectTypeManager* obtm = game->getObjectTypeManager();
PlayerManager::Ptr pm = game->getPlayerManager();
IGObject::Ptr fleetobj = obm->getObject(fleet);
//Check to make sure it is really a fleet
if(fleetobj->getType() != obtm->getObjectTypeByName("Fleet")) {
return;
}
//Get all the required objects
Fleet* f = (Fleet*) fleetobj->getObjectBehaviour();
Player::Ptr p = pm->getPlayer(f->getOwner());
IGObject::Ptr sys = obm->getObject(fleetobj->getParent());
StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour();
//Remove fleet from system
sysData->setRegion(0);
fleetobj->removeFromParent();
//Find it's home planet
std::set<uint32_t> objects = obm->getAllIds();
std::set<uint32_t>::iterator itcurr;
for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
IGObject::Ptr ob = obm->getObject(*itcurr);
if(ob->getName().compare(string(p->getName() + "'s Home Planet")) == 0) {
Planet* p = (Planet*) ob->getObjectBehaviour();
f->setPosition(p->getPosition());
fleetobj->addToParent(ob->getID());
}
}
}
示例9: selectObjects
void SelectionSystem::selectObjects() {
ObjectManager* mgr = Game::game.getObjMgr();
// Get all selectable objects
std::list<int> objects = mgr->getObjectsWithComponent("SelectableComponent");
for (int i : objects) {
SelectableComponent* selectComp = mgr->getObjectComponent<SelectableComponent>(i, "SelectableComponent");
// Check if the object has a transform
TransformComponent* transComp = mgr->getObjectComponent<TransformComponent>(i, "TransformComponent");
if (transComp == nullptr)
continue;
vector2di screenPos = worldToScreen(transComp->worldPosition);
int topLeftX = (clickPos.X < mousePos.X) ? clickPos.X : mousePos.X;
int topLeftY = (clickPos.Y < mousePos.Y) ? clickPos.Y : mousePos.Y;
int bottomRightX = (clickPos.X > mousePos.X) ? clickPos.X : mousePos.X;
int bottomRightY = (clickPos.Y > mousePos.Y) ? clickPos.Y : mousePos.Y;
if (screenPos.X >= topLeftX && screenPos.X <= bottomRightX &&
screenPos.Y >= topLeftY && screenPos.Y <= bottomRightY)
selectComp->selected = true;
else
selectComp->selected = false;
}
}
示例10:
std::map<uint32_t, std::pair<std::string, uint32_t> > LoadArmament::generateListOptions(){
Logger::getLogger()->debug("Entering LoadArmament::generateListOptions");
std::map<uint32_t, std::pair<std::string, uint32_t> > options;
Game* game = Game::getGame();
IGObject::Ptr selectedObj = game->getObjectManager()->getObject(
game->getOrderManager()->getOrderQueue(orderqueueid)->getObjectId());
Fleet* fleet = dynamic_cast<Fleet*>(selectedObj->getObjectBehaviour());
ObjectManager* obman = Game::getGame()->getObjectManager();
ObjectTypeManager* otman = Game::getGame()->getObjectTypeManager();
ResourceManager::Ptr resman = Game::getGame()->getResourceManager();
std::set<uint32_t>objs = obman->getObjectsByPos(fleet->getPosition(), 10000);
for (std::set<uint32_t>::iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) {
if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) {
IGObject::Ptr planetObj = obman->getObject(*itcurr);
Planet* planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
Logger::getLogger()->debug("Found Planet %s for Load Armaments Order", planetObj->getName().c_str());
std::map<uint32_t, std::pair<uint32_t, uint32_t> > reslist = planet->getResources();
for (std::map<uint32_t, std::pair<uint32_t, uint32_t> >::iterator it = reslist.begin(); it != reslist.end(); ++it) {
if (resman->getResourceDescription(it->first)->getUnitSingular() == "weapon") {
options[it->first] = std::pair<std::string, uint32_t>(resman->getResourceDescription(it->first)->getNamePlural(),
planet->getResourceSurfaceValue(it->first));
}
}
}
}
Logger::getLogger()->debug("Exiting LoadArmament::generateListOptions");
return options;
}
示例11: disconnectMediaPlayer
void DeviceInterface::disconnectMediaPlayer()
{
ObjectManager *manager = ObjectManager::self();
manager->removeObject(m_mediaPlayer);
m_connectedUuids.removeOne(MediaPlayerUuid);
m_mediaPlayer = 0;
}
示例12: getGameObjectType
Reference<FactoryCrate*> TangibleObjectImplementation::createFactoryCrate(bool insertSelf) {
String file;
uint32 type = getGameObjectType();
if(type & SceneObjectType::ARMOR)
file = "object/factory/factory_crate_armor.iff";
else if(type == SceneObjectType::CHEMICAL || type == SceneObjectType::PHARMACEUTICAL || type == SceneObjectType::PETMEDECINE)
file = "object/factory/factory_crate_chemicals.iff";
else if(type & SceneObjectType::CLOTHING)
file = "object/factory/factory_crate_clothing.iff";
else if(type == SceneObjectType::ELECTRONICS)
file = "object/factory/factory_crate_electronics.iff";
else if(type == SceneObjectType::FOOD || type == SceneObjectType::DRINK)
file = "object/factory/factory_crate_food.iff";
else if(type == SceneObjectType::FURNITURE)
file = "object/factory/factory_crate_furniture.iff";
else if(type & SceneObjectType::INSTALLATION)
file = "object/factory/factory_crate_installation.iff";
else if(type & SceneObjectType::WEAPON)
file = "object/factory/factory_crate_weapon.iff";
else
file = "object/factory/factory_crate_generic_items.iff";
ObjectManager* objectManager = ObjectManager::instance();
Reference<FactoryCrate*> crate = (getZoneServer()->createObject(file.hashCode(), 2)).castTo<FactoryCrate*>();
if (crate == NULL)
return NULL;
SharedTangibleObjectTemplate* tanoData = dynamic_cast<SharedTangibleObjectTemplate*>(templateObject.get());
if (tanoData == NULL)
return NULL;
crate->setMaxCapacity(tanoData->getFactoryCrateSize());
if (insertSelf) {
crate->transferObject(_this.get(), -1, false);
} else {
ManagedReference<TangibleObject*> protoclone = cast<TangibleObject*>( objectManager->cloneObject(_this.get()));
if (protoclone == NULL)
return NULL;
protoclone->setParent(NULL);
crate->transferObject(protoclone, -1, false);
}
crate->setCustomObjectName(getCustomObjectName(), false);
crate->setUseCount(1);
return crate;
}
示例13: JSObjectWeakCallbackStatic
void ObjectManager::JSObjectWeakCallbackStatic(const WeakCallbackData<Object, ObjectWeakCallbackState>& data)
{
ObjectWeakCallbackState *callbackState = data.GetParameter();
ObjectManager *thisPtr = callbackState->thisPtr;
auto isolate = data.GetIsolate();
thisPtr->JSObjectWeakCallback(isolate, callbackState);
}
示例14: test
void test(void)
{
ObjectManager<> m;
Object<>* obj = Create<Item>();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
obj = Create<Item>();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
obj = Create<Item>();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
obj = Create<Object<> >();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
obj = Create<Object<> >();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
obj = Create<Object<> >();
m.add(obj->id(), obj);
printf("%u\n", obj->id());
m.del(2);
ItemNT* itemn = CreateNT<ItemNT>("hello");
printf("%u, %s, %u\n", itemn->id(), itemn->name().c_str(), itemn->tempid());
while (!m.add(itemn->id(), itemn))
itemn->id()++;
printf("%u, %s, %u\n", itemn->id(), itemn->name().c_str(), itemn->tempid());
}
示例15:
set<Planet*> Planet::getAdjacent() {
set<Planet*> result;
Risk* risk = dynamic_cast<Risk*>(Game::getGame()->getRuleset());
ObjectManager* om = Game::getGame()->getObjectManager();
set<uint32_t> adjacent = risk->getGraph()->getAdjacent(this->obj->getID());
for(set<uint32_t>::iterator i = adjacent.begin(); i != adjacent.end(); ++i) {
result.insert(dynamic_cast<Planet*>(om->getObject(*i)->getObjectBehaviour()));
}
return result;
}