/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_RENDER_OBJECT_PTR_H #define SWORD25_RENDER_OBJECT_PTR_H // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" #include "sword25/gfx/renderobjectregistry.h" namespace Sword25 { // ----------------------------------------------------------------------------- // Forward Declarations // ----------------------------------------------------------------------------- class RenderObject; // ----------------------------------------------------------------------------- // Klassendeklaration // ----------------------------------------------------------------------------- template class RenderObjectPtr { public: RenderObjectPtr() : m_Handle(0) {} RenderObjectPtr(unsigned int Handle) : m_Handle(Handle) {} T *operator->() const { return static_cast(RenderObjectRegistry::GetInstance().ResolveHandle(m_Handle)); } bool operator==(const RenderObjectPtr & other) { return m_Handle == other.m_Handle; } bool IsValid() const { return RenderObjectRegistry::GetInstance().ResolveHandle(m_Handle) != 0; } void Erase() { delete static_cast(RenderObjectRegistry::GetInstance().ResolveHandle(m_Handle)); m_Handle = 0; } private: unsigned int m_Handle; }; } // End of namespace Sword25 #endif