// Fills with current contents of m_workingData void DoAddToArray( IAUDynArray<ObjectId>& objects ) const { size_t count = m_workingData.size(); size_t origCount = objects.Size(); objects.Resize(origCount + count); for (size_t i=0; i < count; ++i) { objects[i+origCount] = m_workingData[i]->GetObjectId(); } }
void EntitySystem::GetAll(IAUDynArray<AUEntityId> &entities) const { entities.Resize(m_Entities.size()); TCESEntities::const_iterator it = m_Entities.begin(); TCESEntities::const_iterator itEnd = m_Entities.end(); for(int i = 0; it != itEnd; ++it, ++i) { entities[i] = it->second->m_id; } }
void ObjectFactorySystem::GetAll(IAUDynArray<IObjectConstructor*> &constructors) const { constructors.Resize(m_Constructors.size()); std::vector<IObjectConstructor*>::const_iterator it = m_Constructors.begin(); std::vector<IObjectConstructor*>::const_iterator itEnd = m_Constructors.end(); for(int i = 0; it != itEnd; ++it, ++i) { constructors[i] = *it; } }
virtual void GetAll( EGameObject type, IAUDynArray<ObjectId> &objects ) const { AU_ASSERT(type < EGO_COUNT); if (type < EGO_COUNT) { size_t count = m_GameObjects[type].size(); objects.Resize(count); TGameObjects::const_iterator it = m_GameObjects[type].begin(); TGameObjects::const_iterator itEnd = m_GameObjects[type].end(); for(int i = 0; it != itEnd; ++it, ++i) { objects[i] = (*it)->GetObjectId(); } } }