/* void GameMan::Unselect(List* objectList) { } */ void GameMan::Update(float dt) { for(ObjectTypeMap::const_iterator objTypeMap = m_objects.begin(); objTypeMap != m_objects.end(); objTypeMap++) { ObjectMap ObjMap = (*objTypeMap).second; std::stack<uint32_t> eraseStack; for(ObjectMap::const_iterator objMap = ObjMap.begin(); objMap != ObjMap.end(); objMap++) { ObjectPtr object = objMap->second; if (object->clearObject()) eraseStack.push(objMap->first); else object->update(dt); } while(!eraseStack.empty()) { ObjMap.erase(eraseStack.top()); eraseStack.pop(); } } }