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Created July 18, 2011 21:47
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Cerberus Entity class header
/*
* Copyright (c) 2011 Eddie Ringle <eddie@eringle.net>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __entity_h_included
#define __entity_h_included
#include "universal_include.h"
#include "App/string_utils.h"
#include "Entity/behaviors.h"
#include "Graphics/rect.h"
#include "Graphics/vector.h"
typedef enum {
TYPE_STRING,
TYPE_NUMBER,
TYPE_BOOLEAN,
TYPE_RECT,
TYPE_VECTOR,
TYPE_NONE
} property_type_t;
typedef struct {
property_type_t type;
void *value;
} property_t;
class Entity { //tolua_export
protected:
unsigned int m_id;
const char *m_name;
Data::HashTable<behaviorFunc> m_behaviors;
Data::HashTable<property_t> m_properties;
Entity *m_parent;
Data::LList<Entity *> m_children;
public:
Entity(unsigned int _id, const char *_name);
virtual ~Entity();
unsigned int GetID() const; //tolua_export
const char *GetName() const; //tolua_export
/**
* Behavior methods
*/
bool AddBehavior(const char *_name, behaviorFunc _func);
bool RemoveBehavior(const char *_name);
bool HasBehavior(const char *_name); //tolua_export
/**
* Property methods
*/
bool SetProperty(const char *_name, property_type_t _type, void *_value);
bool RemoveProperty(const char *_name); //tolua_export
int GetProperty(const char *_name, const char *&_val);
int GetProperty(const char *_name, float &_val);
int GetProperty(const char *_name, bool &_val);
int GetProperty(const char *_name, Rect &_val);
int GetProperty(const char *_name, Vector &_val);
bool HasProperty(const char *_name); //tolua_export
/**
* Scene graph-ish methods
*/
Entity *GetParent();
Entity *GetChild(int _index);
void AddChild(Entity *_child);
void RemoveChild(Entity *_child);
//tolua_end
/**
* Lifecycle methods
*/
virtual void Update(float _delta);
virtual void Render(float _delta);
}; //tolua_export
#endif
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