1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __UserDefinedObject_H__
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26 | #define __UserDefinedObject_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | namespace Ogre {
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31 |
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32 |
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33 | /** This class is designed to be subclassed by OGRE users, to allow them to
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34 | associate their own application objects with MovableObject instances
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35 | in the engine.
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36 | @remarks
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37 | It's always been suggested that an OGRE application would likley comprise
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38 | a number of game objects which would keep pointers to OGRE objects in order
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39 | to maintain the link. However, in some cases it would be very useful to be able to
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40 | navigate directly from an OGRE instance back to a custom application object.
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41 | This abstract class exists for this purpose; MovableObjects hold a pointer to
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42 | a UserDefinedObject instance, which application writers subclass in order to
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43 | include their own attributes. Your game objects themselves may be subclasses of this
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44 | class, or your subclasses may merely be a link between them.
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45 | @par
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46 | Because OGRE never uses instances of this object itself, there is very little
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47 | definition to this class; the application is expected to add all the detail it wants.
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48 | However, as a hint, and for debugging purposes, this class does define a 'type id',
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49 | which it is recommended you use to differentiate between your subclasses,
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50 | if you have more than one type.
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51 | */
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52 | class _OgreExport UserDefinedObject
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53 | {
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54 | public:
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55 | /** Standard constructor. */
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56 | UserDefinedObject();
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57 | virtual ~UserDefinedObject() {}
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58 |
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59 | /** Return a number identifying the type of user defined object.
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60 | @remarks
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61 | Can be used to differentiate between different types of object which you attach to
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62 | OGRE MovableObject instances. Recommend you override this in your classes if you
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63 | use more than one type of object.
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64 | @par
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65 | Alternatively, you can override the getTypeName method and use that instead;
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66 | that version is a litle more friendly and easier to scope, but obviously
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67 | slightly less efficient. You choose which you prefer.
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68 | */
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69 | virtual long getTypeID(void) const;
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70 |
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71 | /** Return a string identifying the type of user defined object.
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72 | @remarks
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73 | Can be used to differentiate between different types of object which you attach to
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74 | OGRE MovableObject instances. Recommend you override this in your classes if you
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75 | use more than one type of object.
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76 | @par
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77 | Alternatively, you can override the getTypeID method and use that instead;
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78 | that version is a litle more efficient, but obviously
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79 | slightly less easy to read. You choose which you prefer.
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80 | */
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81 | virtual const String& getTypeName(void) const;
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82 |
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83 | };
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84 |
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85 |
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86 |
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87 | }
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88 |
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89 | #endif
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