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00001 #pragma once 00002 00003 // This class detects when an entity is spawned and adds it to 00004 // a list of entities. The list of entities is processed each 00005 // frame and each entity is updated and rendered. 00006 // Entities get added into the manager upon creation, so you 00007 // don't need to manually do this. 00008 00009 #include "lua_Singleton.h" 00010 00011 class gv_OBJECT_RECT_Entity; 00012 class gv_OBJECT_RECT; 00013 00015 class EntityManager : public Singleton<EntityManager> 00016 { 00017 private: 00018 00019 public: // º¯°æ. 00020 gvList<gv_OBJECT_RECT_Entity*> m_Entities; 00021 00022 //IDirect3DDevice9* m_pDevice; 00023 00024 public: 00025 EntityManager(); 00026 ~EntityManager(); 00027 00028 void AddEntity(gv_OBJECT_RECT_Entity* pEntity); 00029 void RemoveEntity(gv_OBJECT_RECT_Entity* pRemoveEntity); 00030 void SwapEntity(gv_OBJECT_RECT_Entity* pA, gv_OBJECT_RECT_Entity* pB); 00031 void UpdateAll(void); 00032 void RenderAll(void); 00033 }; 00034 00035 extern EntityManager* gEntityMngr; 00036 extern EntityManager& GetEntityManager(); 00037 extern void ReleaseEntityManager(); 00038 extern gv_OBJECT_RECT* GetEntityFromLUA(const char* szName); 00039 00040
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