Angel 3.2
A 2D Game Prototyping Engine
TagCollection.cpp
1 
2 // Copyright (C) 2008-2013, Shane Liesegang
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29 
30 #include "stdafx.h"
31 #include "../Infrastructure/TagCollection.h"
32 
33 #include <algorithm>
34 #include <iterator>
35 
36 
37 TagCollection* TagCollection::s_TagCollection = NULL;
38 
40 {
41  if (s_TagCollection == NULL)
42  {
43  s_TagCollection = new TagCollection();
44  }
45  return *s_TagCollection;
46 }
47 
48 TagCollection::TagCollection()
49 {
50 
51 }
52 
53 ActorSet TagCollection::GetObjectsTagged(String findTag)
54 {
55  StringList tags = SplitString(findTag, ", ");
56  if (tags.size() == 0)
57  {
58  return ActorSet();
59  }
60  else if (tags.size() == 1)
61  {
62  findTag = ToLower(findTag);
63  std::map<String, ActorSet>::iterator it = _tagMappings.find(findTag);
64  if (it != _tagMappings.end())
65  {
66  return it->second;
67  }
68  else
69  {
70  return ActorSet();
71  }
72  }
73  else
74  {
75  ActorSet t1;
76  ActorSet t2;
77  String searchTag = ToLower(tags[0]);
78 
79  bool t1_active = true;
80  t1 = GetObjectsTagged(searchTag);
81 
82  for(unsigned int i=1; i < tags.size(); i++)
83  {
84  searchTag = ToLower(tags[i]);
85  ActorSet compare = GetObjectsTagged(searchTag);
86  if (t1_active)
87  {
88  std::set_intersection(t1.begin(), t1.end(), compare.begin(), compare.end(), std::inserter(t2, t2.begin()));
89  t1.clear();
90  t1_active = false;
91  }
92  else
93  {
94  std::set_intersection(t2.begin(), t2.end(), compare.begin(), compare.end(), std::inserter(t1, t1.begin()));
95  t2.clear();
96  t1_active = true;
97  }
98  }
99 
100  if (t1_active)
101  {
102  return t1;
103  }
104  else
105  {
106  return t2;
107  }
108  }
109 }
110 
112 {
113  StringSet forReturn;
114  std::map<String, ActorSet>::iterator it = _tagMappings.begin();
115  while (it != _tagMappings.end())
116  {
117  forReturn.insert(it->first);
118  it++;
119  }
120 
121  return forReturn;
122 }
123 
124 
125 void TagCollection::AddObjToTagList(Actor* obj, const String& tag)
126 {
127  _tagMappings[tag].insert(obj);
128 }
129 
130 void TagCollection::RemoveObjFromTagList(Actor* obj, const String& tag)
131 {
132  _tagMappings[tag].erase(obj);
133  if (_tagMappings[tag].empty())
134  {
135  _tagMappings.erase(tag);
136  }
137 }