Serious-Engine/Sources/Engine/Templates/Selection.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

110 lines
2.7 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#ifndef SE_INCL_SELECTION_CPP
#define SE_INCL_SELECTION_CPP
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Templates/Selection.h>
#include <Engine/Templates/DynamicContainer.cpp>
/*
* Select one object.
*/
template<class cType, unsigned long ulFlag>
void CSelection<cType, ulFlag>::Select(cType &tToSelect)
{
// if the object is not yet selected
if (!tToSelect.IsSelected(ulFlag)) {
// select it
tToSelect.Select(ulFlag);
// add it to this container
this->Add(&tToSelect);
// if the object is already selected
} else {
ASSERTALWAYS("Object already selected!");
}
}
/*
* Deselect one object.
*/
template<class cType, unsigned long ulFlag>
void CSelection<cType, ulFlag>::Deselect(cType &tToSelect)
{
// if the object is selected
if (tToSelect.IsSelected(ulFlag)) {
// deselect it
tToSelect.Deselect(ulFlag);
// remove it from this container
this->Remove(&tToSelect);
// if the object is not selected
} else {
ASSERTALWAYS("Object is not selected!");
}
}
/*
* Test if one object is selected.
*/
template<class cType, unsigned long ulFlag>
BOOL CSelection<cType, ulFlag>::IsSelected(cType &tToSelect)
{
// test if the object is selected
return tToSelect.IsSelected(ulFlag);
}
/*
* Deselect all objects.
*/
template<class cType, unsigned long ulFlag>
void CSelection<cType, ulFlag>::Clear(void)
{
// for all objects in the container
FOREACHINDYNAMICCONTAINER(*this, cType, itObject) {
// object must be allocated and valid
#ifdef _MSC_VER
ASSERT(_CrtIsValidPointer(&*itObject, sizeof(cType), TRUE));
/*
ASSERT(_CrtIsValidHeapPointer(&*itObject));
ASSERT(_CrtIsMemoryBlock(&*itObject, sizeof(cType), NULL, NULL, NULL ));
*/
#endif
// deselect it
itObject->Deselect(ulFlag);
}
// clear the entire container at once
CDynamicContainer<cType>::Clear();
}
template<class cType, unsigned long ulFlag>
cType *CSelection<cType, ulFlag>::GetFirstInSelection(void)
{
if( this->Count() == 0)
{
return NULL;
}
return (cType *) &CDynamicContainer<cType>::GetFirst();
}
#endif /* include-once check. */