forked from 0ad/0ad
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
#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 "ps/CStr.h"
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class CEntityTemplate;
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class CMatrix3D;
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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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///////////////////////////////////////////////////////////////////////////////////////////
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// CObjectManager: manager class for all possible actor types
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class CObjectManager : boost::noncopyable
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{
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public:
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struct ObjectKey
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{
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ObjectKey(const CStr& name, const std::vector<u8>& var)
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: ActorName(name), ActorVariation(var) {}
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CStr 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);
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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 char* objname);
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void DeleteObject(CObjectEntry* entry);
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CObjectBase* FindObjectBase(const char* objname);
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CObjectEntry* FindObjectVariation(const char* 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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// Get all names, quite slowly. (Intended only for Atlas.)
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static void GetAllObjectNames(std::vector<CStr>& names);
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static void GetPropObjectNames(std::vector<CStr>& names);
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private:
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CMeshManager& m_MeshManager;
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CSkeletonAnimManager& m_SkeletonAnimManager;
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std::map<ObjectKey, CObjectEntry*> m_Objects;
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std::map<CStr, CObjectBase*> m_ObjectBases;
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};
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// Global comparison operator
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bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b);
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#endif
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