0ad/source/graphics/ObjectManager.h

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#ifndef _OBJECTMANAGER_H
#define _OBJECTMANAGER_H
#include <vector>
#include <map>
#include "ps/CStr.h"
class CEntityTemplate;
class CMatrix3D;
class CMeshManager;
class CObjectBase;
class CObjectEntry;
///////////////////////////////////////////////////////////////////////////////////////////
// CObjectManager: manager class for all possible actor types
class CObjectManager : boost::noncopyable
{
public:
struct ObjectKey
{
ObjectKey(const CStr& name, const std::vector<u8>& var)
: ActorName(name), ActorVariation(var) {}
CStr ActorName;
std::vector<u8> ActorVariation;
};
public:
// constructor, destructor
CObjectManager(CMeshManager& meshManager);
~CObjectManager();
CMeshManager& GetMeshManager() const { return m_MeshManager; }
void UnloadObjects();
CObjectEntry* FindObject(const char* objname);
void DeleteObject(CObjectEntry* entry);
CObjectBase* FindObjectBase(const char* objname);
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
CObjectEntry* FindObjectVariation(const char* objname, const std::vector<std::set<CStr> >& selections);
CObjectEntry* FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& selections);
// Get all names, quite slowly. (Intended only for Atlas.)
static void GetAllObjectNames(std::vector<CStr>& names);
static void GetPropObjectNames(std::vector<CStr>& names);
private:
CMeshManager& m_MeshManager;
std::map<ObjectKey, CObjectEntry*> m_Objects;
std::map<CStr, CObjectBase*> m_ObjectBases;
};
// Global comparison operator
bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b);
#endif