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forked from 0ad/0ad
0ad/source/graphics/ObjectManager.h
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

93 lines
2.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OBJECTMANAGER
#define INCLUDED_OBJECTMANAGER
#include <vector>
#include <map>
#include <set>
#include "ps/CStr.h"
#include "lib/file/vfs/vfs_path.h"
class CEntityTemplate;
class CMatrix3D;
class CMeshManager;
class CObjectBase;
class CObjectEntry;
class CSkeletonAnimManager;
class CSimulation2;
///////////////////////////////////////////////////////////////////////////////////////////
// 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<u8>& var)
: ActorName(name), ActorVariation(var) {}
bool operator< (const CObjectManager::ObjectKey& a) const;
private:
CStrW ActorName;
std::vector<u8> 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 wchar_t* objname);
void DeleteObject(CObjectEntry* entry);
CObjectBase* FindObjectBase(const wchar_t* objname);
CObjectEntry* FindObjectVariation(const wchar_t* objname, const std::vector<std::set<CStr> >& selections);
CObjectEntry* FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& selections);
/**
* Reload any scripts that were loaded from the given filename.
* (This is used to implement hotloading.)
*/
LibError ReloadChangedFile(const VfsPath& path);
private:
CMeshManager& m_MeshManager;
CSkeletonAnimManager& m_SkeletonAnimManager;
CSimulation2& m_Simulation;
std::map<ObjectKey, CObjectEntry*> m_Objects;
std::map<CStrW, CObjectBase*> m_ObjectBases;
};
#endif