#include "effectManager.h"
+#include <bear/Vector2.h>
+using namespace bear;
+
+#include <set>
+
#include "Effects/Effect.h"
#include "Effects/Gravity.h"
+#include "Effects/GravityWell.h"
#include "Effects/Screen.h"
+#include "input/inputManager.h"
+#include "config/config.h"
+
/// ***** Private Variables *****
-Effect** effects;
-int numEffects;
+typedef std::set<Effect*> setEffect;
+setEffect active_Effects;
+
+GravityWell* pMouseWell;
/// ***** Initializers/Cleaners *****
void effect::init()
{
- numEffects = 2;
- effects = new Effect*[numEffects]();
+ pMouseWell = new GravityWell(Vector2(0,0));
- effects[0] = new Gravity();
- effects[1] = new Screen();
+ active_Effects.insert(new Screen());
+ active_Effects.insert(new Gravity());
}
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 *****
-Vector2 effect::positionDelta(const PhysicsEntity* e, float time_step)
+void effect::update(float)
+{
+
+}
+void effect::handleInput()
+{
+ if(cfg::mouseWellFollow())
+ pMouseWell->setPosition(input::mousePosition());
+
+ if(cfg::mouseWellOn())
+ active_Effects.insert(pMouseWell);
+ if(cfg::mouseWellOff())
+ active_Effects.erase(pMouseWell);
+}
+
+Vector2 effect::positionDelta(const PhysicsEntity* ppe, float fTimeStep)
{
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(ppe, fTimeStep);
}
return acc;
}
-Vector2 effect::velocityDelta(const PhysicsEntity* e, float time_step)
+Vector2 effect::velocityDelta(const PhysicsEntity* ppe, float fTimeStep)
{
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(ppe, fTimeStep);
}
return acc;
}
-Vector2 effect::forceDelta(const PhysicsEntity* e, float time_step)
+Vector2 effect::forceDelta(const PhysicsEntity* ppe, float fTimeStep)
{
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(ppe, fTimeStep);
}
return acc;