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o3de/Code/Framework/AzFramework/AzFramework/Scene/Scene.inl

109 lines
3.4 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
namespace AzFramework
{
template<typename T>
bool Scene::SetSubsystem(T&& system)
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
for (const AZ::TypeId& key : m_systemKeys)
{
if (key == targetType)
{
return false;
}
}
m_systemKeys.push_back(targetType);
m_systemObjects.emplace_back(AZStd::forward<T>(system));
m_subsystemEvent.Signal(*this, SubsystemEventType::Added, targetType);
return true;
}
template<typename T>
bool Scene::UnsetSubsystem()
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
const size_t m_systemKeysCount = m_systemKeys.size();
for (size_t i = 0; i < m_systemKeysCount; ++i)
{
if (m_systemKeys[i] != targetType)
{
continue;
}
else
{
RemoveSubsystem(i, targetType);
return true;
}
}
return false;
}
template<typename T>
bool Scene::UnsetSubsystem([[maybe_unused]] const T& system)
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
const size_t systemKeysCount = m_systemKeys.size();
for (size_t i = 0; i < systemKeysCount; ++i)
{
if (m_systemKeys[i] != targetType)
{
continue;
}
else
{
[[maybe_unused]] T* instance = AZStd::any_cast<T>(&m_systemObjects[i]);
AZ_Assert(
instance && *instance == system,
"Subsystem being released matched type, but wasn't pointing to the same system that was stored.");
RemoveSubsystem(i, targetType);
return true;
}
}
return false;
}
template<typename T>
T* Scene::FindSubsystem()
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
AZStd::any* subSystem = FindSubsystem(targetType);
return subSystem ? AZStd::any_cast<T>(subSystem) : nullptr;
}
template<typename T>
const T* Scene::FindSubsystem() const
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
const AZStd::any* subSystem = FindSubsystem(targetType);
return subSystem ? AZStd::any_cast<const T>(subSystem) : nullptr;
}
template<typename T>
T* Scene::FindSubsystemInScene()
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
AZStd::any* subSystem = FindSubsystemInScene(targetType);
return subSystem ? AZStd::any_cast<T>(subSystem) : nullptr;
}
template<typename T>
const T* Scene::FindSubsystemInScene() const
{
const AZ::TypeId& targetType = azrtti_typeid<T>();
const AZStd::any* subSystem = FindSubsystemInScene(targetType);
return subSystem ? AZStd::any_cast<const T>(subSystem) : nullptr;
}
} // namespace AzFramework