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forked from 0ad/0ad
0ad/source/graphics/ObjectManager.h
Ykkrosh 29dd635d3b Fix decals and LOS texture in Actor Viewer, by slightly reducing use of globals.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.

This was SVN commit r9172.
2011-04-05 20:32:03 +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.)
*/
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