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EffectManager.h
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#ifndef __EffectManager_h__
#define __EffectManager_h__
#include <vector>
class Effect;
/* This just keeps a list of Effect pointers, and deletes them when requested.
*/
class EffectManager
{
friend class Effect;
typedef std::vector<Effect *>::iterator EffectIterator;
/* For each EffectWatch, a message will be sent to "watcher" when
"effect" is deleted. */
typedef struct
{
CallBack *watcher;
Effect *effect;
} EffectWatch;
typedef std::vector<EffectWatch>::iterator WatchIterator;
std::vector<Effect *> effects; // the simple list
std::vector<EffectWatch> watched;
void add_effect(Effect *eff); // only effects can add themselves
void signal_watch(Effect *effect);
EffectWatch *find_effect_watch(Effect *effect);
public:
EffectManager();
~EffectManager();
void delete_effect(Effect *eff); // anyone may delete an effect
void update_effects(); // check and delete
bool has_effects();
void watch_effect(CallBack *callback_target, Effect *watch);
void unwatch_effect(CallBack *callback_target, Effect *watch = NULL);
};
#endif /* __EffectManager_h__ */