Beispiel #1
0
void View::create(const RootEntity& gent)
{
    std::string eid(gent->getId());
    if (m_contents.count(eid))
    {
        // already known locally, just emit the signal
        EntityCreated.emit( m_contents[eid] );
        return;
    }
    
    bool alreadyAppeared = false;
    PendingSightMap::iterator pending = m_pending.find(eid);
    if (pending != m_pending.end())
    {
        // already being retrieved, but we have the data now
        alreadyAppeared = (pending->second == SACTION_QUEUED) || 
            (pending->second == SACTION_APPEAR);
        pending->second = SACTION_DISCARD; // when the SIGHT turns up
    }
    
    Entity* ent = createEntity(gent);
    m_contents[eid] = ent;
    ent->init(gent, true);
    
    if (gent->isDefaultLoc()) setTopLevelEntity(ent);

    InitialSightEntity.emit(ent);
    
    // depends on relative order that sight(create) and appear are received in
    if (alreadyAppeared)
    {
        ent->setVisible(true);
        EntityCreated.emit(ent);
    }
}
Beispiel #2
0
void View::sight(const RootEntity& gent)
{
    bool visible = true;
    std::string eid = gent->getId();
    PendingSightMap::iterator pending = m_pending.find(eid);
    
// examine the pending map, to see what we should do with this entity
    if (pending != m_pending.end()) {
        switch (pending->second)
        {
        case SACTION_APPEAR:
            visible = true;
            break;

        case SACTION_DISCARD:
            m_pending.erase(pending);
            issueQueuedLook();
            return;

        case SACTION_HIDE:
            visible = false;
            break;

        case SACTION_QUEUED:
            error() << "got sight of queued entity " << eid << " somehow";
            eraseFromLookQueue(eid);
            break;
    
        default:
            throw InvalidOperation("got bad pending action for entity");
        }
    
         m_pending.erase(pending);
    }
    
// if we got this far, go ahead and build / update it
    Entity *ent = getEntity(eid);
    if (ent) {
        // existing entity, update in place
        ent->sight(gent);
    } else {
        ent = initialSight(gent);
        EntitySeen.emit(ent);
    }
        
    if (gent->isDefaultLoc()) { // new top level entity
        setTopLevelEntity(ent);
    }
    
    ent->setVisible(visible);
    issueQueuedLook();
}