janwas
cccd6849a7
lib_errors.cpp: replace with status.cpp, adapt to needs at work wutil: fix runtime warning reported via feedback box config: merge CONFIG_PARANOIA and !CONFIG_FINAL into CONFIG_ENABLE_CHECKS add openmp, pointer_typedefs.h This was SVN commit r9410.
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_OBJECTMANAGER
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#define INCLUDED_OBJECTMANAGER
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#include <vector>
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#include <map>
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#include <set>
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#include "ps/CStr.h"
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#include "lib/file/vfs/vfs_path.h"
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class CMeshManager;
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class CObjectBase;
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class CObjectEntry;
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class CSkeletonAnimManager;
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class CSimulation2;
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class CTerrain;
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///////////////////////////////////////////////////////////////////////////////////////////
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// CObjectManager: manager class for all possible actor types
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class CObjectManager
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{
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NONCOPYABLE(CObjectManager);
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public:
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// Unique identifier of an actor variation
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struct ObjectKey
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{
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ObjectKey(const CStrW& name, const std::vector<u8>& var)
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: ActorName(name), ActorVariation(var) {}
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bool operator< (const CObjectManager::ObjectKey& a) const;
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private:
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CStrW ActorName;
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std::vector<u8> ActorVariation;
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};
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public:
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// constructor, destructor
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CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation);
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~CObjectManager();
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// Provide access to the manager classes for meshes and animations - they're
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// needed when objects are being created and so this seems like a convenient
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// place to centralise access.
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CMeshManager& GetMeshManager() const { return m_MeshManager; }
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CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; }
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void UnloadObjects();
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CObjectEntry* FindObject(const CStrW& objname);
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void DeleteObject(CObjectEntry* entry);
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CObjectBase* FindObjectBase(const CStrW& objname);
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CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector<std::set<CStr> >& selections);
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CObjectEntry* FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& selections);
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/**
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* Get the terrain object that actors managed by this manager should be linked
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* with (primarily for the purpose of decals)
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*/
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CTerrain* GetTerrain();
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/**
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* Reload any scripts that were loaded from the given filename.
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* (This is used to implement hotloading.)
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*/
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Status ReloadChangedFile(const VfsPath& path);
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private:
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CMeshManager& m_MeshManager;
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CSkeletonAnimManager& m_SkeletonAnimManager;
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CSimulation2& m_Simulation;
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std::map<ObjectKey, CObjectEntry*> m_Objects;
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std::map<CStrW, CObjectBase*> m_ObjectBases;
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};
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#endif
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