[1812] | 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 _BspLevelManager_H__
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| 26 | #define _BspLevelManager_H__
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| 27 |
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| 28 | #include "OgreBspPrerequisites.h"
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| 29 | #include "OgreResourceManager.h"
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| 30 | #include "OgreSingleton.h"
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| 31 |
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| 32 | namespace Ogre {
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| 33 |
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| 34 | /** Manages the locating and loading of BSP-based indoor levels.
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| 35 | Like other ResourceManager specialisations it manages the location and loading
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| 36 | of a specific type of resource, in this case files containing Binary
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| 37 | Space Partition (BSP) based level files e.g. Quake3 levels.</p>
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| 38 | However, note that unlike other ResourceManager implementations,
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| 39 | only 1 BspLevel resource is allowed to be loaded at one time. Loading
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| 40 | another automatically unloads the currently loaded level if any.
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| 41 | */
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| 42 | class BspResourceManager : public ResourceManager, public Singleton<BspResourceManager>
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| 43 | {
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| 44 | public:
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| 45 | BspResourceManager();
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| 46 | ~BspResourceManager();
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| 47 |
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| 48 | /** Loads a BSP-based level from the named file.
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| 49 | Currently only supports loading of Quake3 .bsp files.
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| 50 | */
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| 51 | ResourcePtr load(const String& name,
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| 52 | const String& group, bool isManual = false,
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| 53 | ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0);
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| 54 |
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| 55 | /** Loads a BSP-based level from a stream.
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| 56 | Currently only supports loading of Quake3 .bsp files.
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| 57 | */
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| 58 | ResourcePtr load(DataStreamPtr& stream, const String& group);
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| 59 |
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| 60 | /** Override standard Singleton retrieval.
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| 61 | @remarks
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| 62 | Why do we do this? Well, it's because the Singleton
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| 63 | implementation is in a .h file, which means it gets compiled
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| 64 | into anybody who includes it. This is needed for the
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| 65 | Singleton template to work, but we actually only want it
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| 66 | compiled into the implementation of the class based on the
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| 67 | Singleton, not all of them. If we don't change this, we get
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| 68 | link errors when trying to use the Singleton-based class from
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| 69 | an outside dll.
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| 70 | @par
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| 71 | This method just delegates to the template version anyway,
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| 72 | but the implementation stays in this single compilation unit,
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| 73 | preventing link errors.
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| 74 | */
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| 75 | static BspResourceManager& getSingleton(void);
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| 76 | /** Override standard Singleton retrieval.
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| 77 | @remarks
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| 78 | Why do we do this? Well, it's because the Singleton
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| 79 | implementation is in a .h file, which means it gets compiled
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| 80 | into anybody who includes it. This is needed for the
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| 81 | Singleton template to work, but we actually only want it
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| 82 | compiled into the implementation of the class based on the
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| 83 | Singleton, not all of them. If we don't change this, we get
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| 84 | link errors when trying to use the Singleton-based class from
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| 85 | an outside dll.
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| 86 | @par
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| 87 | This method just delegates to the template version anyway,
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| 88 | but the implementation stays in this single compilation unit,
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| 89 | preventing link errors.
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| 90 | */
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| 91 | static BspResourceManager* getSingletonPtr(void);
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| 92 |
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| 93 |
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| 94 | protected:
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| 95 | /** @copydoc ResourceManager::createImpl. */
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| 96 | Resource* createImpl(const String& name, ResourceHandle handle,
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| 97 | const String& group, bool isManual, ManualResourceLoader* loader,
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| 98 | const NameValuePairList* createParams);
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| 99 |
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| 100 | // Singleton managed by this class
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| 101 | Quake3ShaderManager *mShaderMgr;
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| 102 |
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| 103 | };
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| 104 |
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| 105 | }
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| 106 |
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| 107 | #endif
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