/* Copyright (C) 2015 Erik Ogenvik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #ifndef RULESETS_PROPERTYINSTANCESTATE_H_ #define RULESETS_PROPERTYINSTANCESTATE_H_ #include #include class LocatedEntity; /** * @brief Handles entity specific property state. * * In some cases you want to save instance state per entity. Often in those cases you can store * it in some member directly on the entity. But sometimes you don't want to bloat the entity with * fields for seldom used properties. In those cases this class becomes useful. * An instance is meant to be used as a static field of the property. When the property is installed * on the entity addState should be called, and when it's removed removeState must be called. * Failing to call removeState properly will lead to an assert error on shutdown. */ template class PropertyInstanceState { private: std::unordered_map mStates; public: ~PropertyInstanceState() { //When an instance of this is destroyed, all entities should already have deregistered themselves from it. assert(mStates.empty()); } /** * Adds a new state for the specified entity. * @param entity An entity. * @param state A new state instance. */ void addState(const LocatedEntity* entity, T* state) { mStates.insert(std::make_pair(entity, state)); } /** * Gets the state for the supplied entity. * @param entity An entity. * @return The registered state, or null. */ T* getState(const LocatedEntity* entity) const { auto I = mStates.find(entity); if (I != mStates.end()) { return I->second; } return nullptr; } /** * Removes the state for the supplied entity. * * Calling this will delete the state instance. * @param entity An entity. */ void removeState(const LocatedEntity* entity) { auto I = mStates.find(entity); if (I != mStates.end()) { delete I->second; mStates.erase(I); } } /** * Replaces the existing state registered for the entity with a new state. * * The existing state instance will be deleted. * @param entity An entity. * @param state A new state. */ void replaceState(const LocatedEntity* entity, T* state) { auto I = mStates.find(entity); if (I != mStates.end()) { delete I->second; I->second = state; } } }; #endif /* RULESETS_PROPERTYINSTANCESTATE_H_ */