[1809] | 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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