3#include <basis/seadAssert.h>
4#include <basis/seadTypes.h>
6#include <container/seadBuffer.h>
34 SEAD_ASSERT(mActorPtrArray.isBufferReady());
35 return mActorPtrArray.unsafeGet(0);
60 return mEmptyHeadIndex;
65 return mNextCreateIndex;
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition ActorBase.h:18
Definition ActorFindFunc.h:9
Definition ActorPtrCache.h:13
bool mCreateIndexOverflow
Definition ActorPtrCache.h:73
u32 getEmptyHeadIndex() const
Definition ActorPtrCache.h:58
ActorPtrCache(sead::Heap *heap, s32 i_max_actor_num)
ActorBase * getActorPtr(ActorUniqueID id) const
iterator find(ActorFindFunc *io_find_func, iterator it_begin) const
ActorBase *const * iterator
Definition ActorPtrCache.h:15
u32 mNextCreateIndex
Definition ActorPtrCache.h:72
iterator getActorBegin() const
Definition ActorPtrCache.h:32
u32 getNextCreateIndex() const
Definition ActorPtrCache.h:63
iterator find(ActorFindFunc *io_find_func) const
Definition ActorPtrCache.h:27
void(* ActorForEachCallback)(ActorBase *, ActorForEachParam)
Definition ActorPtrCache.h:17
u32 ActorForEachParam
Definition ActorPtrCache.h:16
void pushActor(ActorBase *io_actor)
u32 mEmptyHeadIndex
Definition ActorPtrCache.h:70
sead::Buffer< ActorBase * > mActorPtrArray
Definition ActorPtrCache.h:69
void popActor(const ActorBase *i_actor)
iterator mLiveActorEnd
Definition ActorPtrCache.h:71
iterator getActorEnd() const
Definition ActorPtrCache.h:38
void forEach(ActorForEachCallback callback, ActorForEachParam param) const
ActorBase * getActorPtrIncludingAboutToBeErased(ActorUniqueID id) const
u32 count(ActorFindFunc *io_find_func) const
Safe identifier handle used as an alternative to raw actor pointers.
Definition ActorUniqueID.h:13