| 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __UserDefinedObject_H__ |
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| 30 | #define __UserDefinedObject_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | |
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| 34 | namespace Ogre { |
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| 35 | |
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| 36 | |
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| 37 | /** This class is designed to be subclassed by OGRE users, to allow them to |
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| 38 | associate their own application objects with MovableObject instances |
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| 39 | in the engine. |
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| 40 | @remarks |
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| 41 | It's always been suggested that an OGRE application would likley comprise |
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| 42 | a number of game objects which would keep pointers to OGRE objects in order |
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| 43 | to maintain the link. However, in some cases it would be very useful to be able to |
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| 44 | navigate directly from an OGRE instance back to a custom application object. |
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| 45 | This abstract class exists for this purpose; MovableObjects hold a pointer to |
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| 46 | a UserDefinedObject instance, which application writers subclass in order to |
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| 47 | include their own attributes. Your game objects themselves may be subclasses of this |
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| 48 | class, or your subclasses may merely be a link between them. |
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| 49 | @par |
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| 50 | Because OGRE never uses instances of this object itself, there is very little |
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| 51 | definition to this class; the application is expected to add all the detail it wants. |
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| 52 | However, as a hint, and for debugging purposes, this class does define a 'type id', |
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| 53 | which it is recommended you use to differentiate between your subclasses, |
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| 54 | if you have more than one type. |
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| 55 | */ |
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| 56 | class _OgreExport UserDefinedObject |
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| 57 | { |
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| 58 | public: |
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| 59 | /** Standard constructor. */ |
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| 60 | UserDefinedObject(); |
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| 61 | virtual ~UserDefinedObject() {} |
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| 62 | |
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| 63 | /** Return a number identifying the type of user defined object. |
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| 64 | @remarks |
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| 65 | Can be used to differentiate between different types of object which you attach to |
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| 66 | OGRE MovableObject instances. Recommend you override this in your classes if you |
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| 67 | use more than one type of object. |
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| 68 | @par |
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| 69 | Alternatively, you can override the getTypeName method and use that instead; |
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| 70 | that version is a litle more friendly and easier to scope, but obviously |
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| 71 | slightly less efficient. You choose which you prefer. |
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| 72 | */ |
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| 73 | virtual long getTypeID(void) const; |
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| 74 | |
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| 75 | /** Return a string identifying the type of user defined object. |
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| 76 | @remarks |
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| 77 | Can be used to differentiate between different types of object which you attach to |
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| 78 | OGRE MovableObject instances. Recommend you override this in your classes if you |
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| 79 | use more than one type of object. |
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| 80 | @par |
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| 81 | Alternatively, you can override the getTypeID method and use that instead; |
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| 82 | that version is a litle more efficient, but obviously |
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| 83 | slightly less easy to read. You choose which you prefer. |
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| 84 | */ |
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| 85 | virtual const String& getTypeName(void) const; |
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| 86 | |
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| 87 | }; |
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| 88 | |
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| 89 | |
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| 90 | |
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| 91 | } |
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| 92 | |
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| 93 | #endif |
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