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source: downloads/PlugIns/BSPSceneManager/include/OgreBspResourceManager.h @ 3

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef _BspLevelManager_H__
30#define _BspLevelManager_H__
31
32#include "OgreBspPrerequisites.h"
33#include "OgreResourceManager.h"
34#include "OgreSingleton.h"
35
36namespace Ogre {
37
38    /** Manages the locating and loading of BSP-based indoor levels.
39    Like other ResourceManager specialisations it manages the location and loading
40    of a specific type of resource, in this case files containing Binary
41    Space Partition (BSP) based level files e.g. Quake3 levels.</p>
42    However, note that unlike other ResourceManager implementations,
43    only 1 BspLevel resource is allowed to be loaded at one time. Loading
44    another automatically unloads the currently loaded level if any.
45    */
46    class BspResourceManager : public ResourceManager, public Singleton<BspResourceManager>
47    {
48    public:
49        BspResourceManager();
50        ~BspResourceManager();
51
52        /** Loads a BSP-based level from the named file.
53            Currently only supports loading of Quake3 .bsp files.
54        */
55        ResourcePtr load(const String& name, 
56            const String& group, bool isManual = false, 
57            ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0);
58
59        /** Loads a BSP-based level from a stream.
60            Currently only supports loading of Quake3 .bsp files.
61        */
62        ResourcePtr load(DataStreamPtr& stream, const String& group);
63
64        /** Override standard Singleton retrieval.
65        @remarks
66        Why do we do this? Well, it's because the Singleton
67        implementation is in a .h file, which means it gets compiled
68        into anybody who includes it. This is needed for the
69        Singleton template to work, but we actually only want it
70        compiled into the implementation of the class based on the
71        Singleton, not all of them. If we don't change this, we get
72        link errors when trying to use the Singleton-based class from
73        an outside dll.
74        @par
75        This method just delegates to the template version anyway,
76        but the implementation stays in this single compilation unit,
77        preventing link errors.
78        */
79        static BspResourceManager& getSingleton(void);
80        /** Override standard Singleton retrieval.
81        @remarks
82        Why do we do this? Well, it's because the Singleton
83        implementation is in a .h file, which means it gets compiled
84        into anybody who includes it. This is needed for the
85        Singleton template to work, but we actually only want it
86        compiled into the implementation of the class based on the
87        Singleton, not all of them. If we don't change this, we get
88        link errors when trying to use the Singleton-based class from
89        an outside dll.
90        @par
91        This method just delegates to the template version anyway,
92        but the implementation stays in this single compilation unit,
93        preventing link errors.
94        */
95        static BspResourceManager* getSingletonPtr(void);
96
97
98    protected:
99        /** @copydoc ResourceManager::createImpl. */
100        Resource* createImpl(const String& name, ResourceHandle handle, 
101            const String& group, bool isManual, ManualResourceLoader* loader, 
102            const NameValuePairList* createParams);
103
104        // Singleton managed by this class
105        Quake3ShaderManager *mShaderMgr;
106
107    };
108
109}
110
111#endif
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