#include "effectManager.h"
+#include <set>
+
#include "Effects/Effect.h"
#include "Effects/Gravity.h"
#include "Effects/GravityWell.h"
/// ***** Private Variables *****
-Effect** effects;
-int numEffects;
+typedef std::set<Effect*> setEffect;
+setEffect active_Effects;
GravityWell* mouseWell;
void effect::init()
{
- numEffects = 3;
- effects = new Effect*[numEffects]();
-
mouseWell = new GravityWell(input::mousePosition());
- effects[0] = new Screen();
- effects[1] = new Gravity();
- effects[2] = mouseWell;
+ active_Effects.insert(new Screen());
+ active_Effects.insert(new Gravity());
+ active_Effects.insert(mouseWell);
}
void effect::clean()
{
- for(int i=0; i < numEffects; i++)
+ for( setEffect::iterator it = active_Effects.begin();
+ it != active_Effects.end();
+ it++ )
{
- delete effects[i];
+ // TODO !!!!!!!!!
}
-
- delete[] effects;
}
/// ***** Public Methods *****
}
void effect::handleInput()
{
- if(cfg::mouseWellOn())
- {
- numEffects = 3;
+ if(cfg::mouseWellFollow())
mouseWell->setPosition(input::mousePosition());
- }
- else
- {
- numEffects = 2;
- }
+
+ if(cfg::mouseWellOn())
+ active_Effects.insert(mouseWell);
+ if(cfg::mouseWellOff())
+ active_Effects.erase(mouseWell);
}
Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
{
Vector2 acc(0,0);
- for(int i=0; i < numEffects; i++)
+ for( setEffect::iterator it = active_Effects.begin();
+ it != active_Effects.end();
+ it++ )
{
- acc += effects[i]->positionDelta(e, time_step);
+ acc += (*it)->positionDelta(e, time_step);
}
return acc;
{
Vector2 acc(0,0);
- for(int i=0; i < numEffects; i++)
+ for( setEffect::iterator it = active_Effects.begin();
+ it != active_Effects.end();
+ it++ )
{
- acc += effects[i]->velocityDelta(e, time_step);
+ acc += (*it)->velocityDelta(e, time_step);
}
return acc;
{
Vector2 acc(0,0);
- for(int i=0; i < numEffects; i++)
+ for( setEffect::iterator it = active_Effects.begin();
+ it != active_Effects.end();
+ it++ )
{
- acc += effects[i]->forceDelta(e, time_step);
+ acc += (*it)->forceDelta(e, time_step);
}
return acc;