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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreSceneManagerEnumerator.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 9.2 KB
Line 
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) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __SceneManagerEnumerator_H__
29#define __SceneManagerEnumerator_H__
30
31#include "OgrePrerequisites.h"
32
33#include "OgreSceneManager.h"
34#include "OgreSingleton.h"
35#include "OgreIteratorWrappers.h"
36#include "OgreHeaderPrefix.h"
37
38namespace Ogre {
39   
40        /** \addtogroup Core
41        *  @{
42        */
43        /** \addtogroup Scene
44        *  @{
45        */
46        /// Factory for default scene manager
47        class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory
48        {
49        protected:
50                void initMetaData(void) const;
51        public:
52                DefaultSceneManagerFactory() {}
53                ~DefaultSceneManagerFactory() {}
54                /// Factory type name
55                static const String FACTORY_TYPE_NAME;
56                SceneManager* createInstance(const String& instanceName);
57                void destroyInstance(SceneManager* instance);
58        };
59        /// Default scene manager
60        class _OgreExport DefaultSceneManager : public SceneManager
61        {
62        public:
63                DefaultSceneManager(const String& name);
64                ~DefaultSceneManager();
65                const String& getTypeName(void) const;
66        };
67
68    /** Enumerates the SceneManager classes available to applications.
69        @remarks
70            As described in the SceneManager class, SceneManagers are responsible
71            for organising the scene and issuing rendering commands to the
72            RenderSystem. Certain scene types can benefit from different
73            rendering approaches, and it is intended that subclasses will
74            be created to special case this.
75        @par
76            In order to give applications easy access to these implementations,
77            this class has a number of methods to create or retrieve a SceneManager
78            which is appropriate to the scene type.
79                @par
80                        SceneManagers are created by SceneManagerFactory instances. New factories
81                        for new types of SceneManager can be registered with this class to make
82                        them available to clients.
83                @par
84                        Note that you can still plug in your own custom SceneManager without
85                        using a factory, should you choose, it's just not as flexible that way.
86                        Just instantiate your own SceneManager manually and use it directly.
87    */
88    class _OgreExport SceneManagerEnumerator : public Singleton<SceneManagerEnumerator>, public SceneMgtAlloc
89    {
90        public:
91                /// Scene manager instances, indexed by instance name
92                typedef map<String, SceneManager*>::type Instances;
93                /// List of available scene manager types as meta data
94                typedef vector<const SceneManagerMetaData*>::type MetaDataList;
95    private:
96                /// Scene manager factories
97                typedef list<SceneManagerFactory*>::type Factories;
98                Factories mFactories;
99                Instances mInstances;
100                /// Stored separately to allow iteration
101                MetaDataList mMetaDataList;
102                /// Factory for default scene manager
103                DefaultSceneManagerFactory mDefaultFactory;
104                /// Count of creations for auto-naming
105                unsigned long mInstanceCreateCount;
106                /// Currently assigned render system
107                RenderSystem* mCurrentRenderSystem;
108
109
110    public:
111        SceneManagerEnumerator();
112        ~SceneManagerEnumerator();
113
114                /** Register a new SceneManagerFactory.
115                @remarks
116                        Plugins should call this to register as new SceneManager providers.
117                */
118                void addFactory(SceneManagerFactory* fact);
119
120                /** Remove a SceneManagerFactory.
121                */
122                void removeFactory(SceneManagerFactory* fact);
123
124                /** Get more information about a given type of SceneManager.
125                @remarks
126                        The metadata returned tells you a few things about a given type
127                        of SceneManager, which can be created using a factory that has been
128                        registered already.
129                @param typeName The type name of the SceneManager you want to enquire on.
130                        If you don't know the typeName already, you can iterate over the
131                        metadata for all types using getMetaDataIterator.
132                */
133                const SceneManagerMetaData* getMetaData(const String& typeName) const;
134
135                typedef ConstVectorIterator<MetaDataList> MetaDataIterator;
136                /** Iterate over all types of SceneManager available for construction,
137                        providing some information about each one.
138                */
139                MetaDataIterator getMetaDataIterator(void) const;
140
141                /** Create a SceneManager instance of a given type.
142                @remarks
143                        You can use this method to create a SceneManager instance of a
144                        given specific type. You may know this type already, or you may
145                        have discovered it by looking at the results from getMetaDataIterator.
146                @note
147                        This method throws an exception if the named type is not found.
148                @param typeName String identifying a unique SceneManager type
149                @param instanceName Optional name to given the new instance that is
150                        created. If you leave this blank, an auto name will be assigned.
151                */
152                SceneManager* createSceneManager(const String& typeName, 
153                        const String& instanceName = StringUtil::BLANK);
154
155                /** Create a SceneManager instance based on scene type support.
156                @remarks
157                        Creates an instance of a SceneManager which supports the scene types
158                        identified in the parameter. If more than one type of SceneManager
159                        has been registered as handling that combination of scene types,
160                        in instance of the last one registered is returned.
161                @note This method always succeeds, if a specific scene manager is not
162                        found, the default implementation is always returned.
163                @param typeMask A mask containing one or more SceneType flags
164                @param instanceName Optional name to given the new instance that is
165                        created. If you leave this blank, an auto name will be assigned.
166                */
167                SceneManager* createSceneManager(SceneTypeMask typeMask, 
168                        const String& instanceName = StringUtil::BLANK);
169
170                /** Destroy an instance of a SceneManager. */
171                void destroySceneManager(SceneManager* sm);
172
173                /** Get an existing SceneManager instance that has already been created,
174                        identified by the instance name.
175                @param instanceName The name of the instance to retrieve.
176                */
177                SceneManager* getSceneManager(const String& instanceName) const;
178
179                /** Identify if a SceneManager instance already exists.
180                @param instanceName The name of the instance to retrieve.
181                */
182                bool hasSceneManager(const String& instanceName) const;
183
184                typedef MapIterator<Instances> SceneManagerIterator;
185                /** Get an iterator over all the existing SceneManager instances. */
186                SceneManagerIterator getSceneManagerIterator(void);
187
188        /** Notifies all SceneManagers of the destination rendering system.
189        */
190        void setRenderSystem(RenderSystem* rs);
191
192        /// Utility method to control shutdown of the managers
193        void shutdownAll(void);
194        /** Override standard Singleton retrieval.
195        @remarks
196        Why do we do this? Well, it's because the Singleton
197        implementation is in a .h file, which means it gets compiled
198        into anybody who includes it. This is needed for the
199        Singleton template to work, but we actually only want it
200        compiled into the implementation of the class based on the
201        Singleton, not all of them. If we don't change this, we get
202        link errors when trying to use the Singleton-based class from
203        an outside dll.
204        @par
205        This method just delegates to the template version anyway,
206        but the implementation stays in this single compilation unit,
207        preventing link errors.
208        */
209        static SceneManagerEnumerator& getSingleton(void);
210        /** Override standard Singleton retrieval.
211        @remarks
212        Why do we do this? Well, it's because the Singleton
213        implementation is in a .h file, which means it gets compiled
214        into anybody who includes it. This is needed for the
215        Singleton template to work, but we actually only want it
216        compiled into the implementation of the class based on the
217        Singleton, not all of them. If we don't change this, we get
218        link errors when trying to use the Singleton-based class from
219        an outside dll.
220        @par
221        This method just delegates to the template version anyway,
222        but the implementation stays in this single compilation unit,
223        preventing link errors.
224        */
225        static SceneManagerEnumerator* getSingletonPtr(void);
226
227    };
228
229        /** @} */
230        /** @} */
231
232}
233
234#include "OgreHeaderSuffix.h"
235
236#endif
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