1
0
forked from 0ad/0ad
0ad/source/graphics/ObjectManager.h
janwas cccd6849a7 cleanup (requires update-workspaces)
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.
2011-05-03 12:38:42 +00:00

98 lines
2.9 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 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<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 CStrW& objname);
void DeleteObject(CObjectEntry* entry);
CObjectBase* FindObjectBase(const CStrW& objname);
CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector<std::set<CStr> >& selections);
CObjectEntry* FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& 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<ObjectKey, CObjectEntry*> m_Objects;
std::map<CStrW, CObjectBase*> m_ObjectBases;
};
#endif