| 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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