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