Example #1
0
void System::entityChanged(Entity* e, const list<Component*>& cList)
{
  cout << "Entity changed: " << e->name << endl;
  auto neededIt = neededComponents.begin();
  for(; neededIt != neededComponents.end(); neededIt++){
    auto entityComponentsIt = cList.begin();
    for(; entityComponentsIt != cList.end(); entityComponentsIt++){
      if(*neededIt == (*entityComponentsIt)->getType())
        break; //Found this component
    }
    if(entityComponentsIt == cList.end())
      break; //A neededComponent was not found, can stop searching now
    //else continue to next
  }
  if(neededIt == neededComponents.end()){ //Reached end of loop, pattern matched
    cout << "Match to system: " << e->name << endl;
    if(entities.count(e) == 0){
      entities.insert(e);
      entityAdded(e, cList);
    }
  }else{
    cout << "Non-Match to system: " << e->name << endl;
    if(entities.count(e) == 1){
      entities.erase(e);
      entityRemoved(e, cList);
    }
  }
}
Example #2
0
void View::NewInvoiceDialog::selectEntity()
{
    Model::Domain::EntityType entityType = _buyRadioButton -> isChecked() ? Model::Domain::SupplierEntity :
                                                                            Model::Domain::CustomerEntity;
    View::Management::EntitySelector selector(entityType, View::Management::CreateAndSelect, this);

    if(selector.exec()) {
        Model::Domain::Entity *entity = selector.entity();
        _entityIdLineEdit -> setText(QString::number(entity -> id()));
        _entityNameLineEdit -> setText(entity -> name());

        if(selector.created())
            emit entityAdded(*entity);

        delete entity;
    }
}