[692] | 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 __SceneManagerEnumerator_H__
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| 26 | #define __SceneManagerEnumerator_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 |
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| 30 | #include "OgreSceneManager.h"
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| 31 | #include "OgreSingleton.h"
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| 32 | #include "OgreIteratorWrappers.h"
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| 33 |
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| 34 | namespace Ogre {
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| 35 |
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| 36 | /// Factory for default scene manager
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| 37 | class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory
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| 38 | {
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| 39 | protected:
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| 40 | void initMetaData(void) const;
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| 41 | public:
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| 42 | DefaultSceneManagerFactory() {}
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| 43 | ~DefaultSceneManagerFactory() {}
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| 44 | /// Factory type name
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| 45 | static const String FACTORY_TYPE_NAME;
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| 46 | SceneManager* createInstance(const String& instanceName);
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| 47 | void destroyInstance(SceneManager* instance);
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| 48 | };
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| 49 | /// Default scene manager
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| 50 | class _OgreExport DefaultSceneManager : public SceneManager
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| 51 | {
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| 52 | public:
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| 53 | DefaultSceneManager(const String& name);
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| 54 | ~DefaultSceneManager();
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| 55 | const String& getTypeName(void) const;
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| 56 | };
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| 57 |
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| 58 | /** Enumerates the SceneManager classes available to applications.
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| 59 | @remarks
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| 60 | As described in the SceneManager class, SceneManagers are responsible
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| 61 | for organising the scene and issuing rendering commands to the
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| 62 | RenderSystem. Certain scene types can benefit from different
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| 63 | rendering approaches, and it is intended that subclasses will
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| 64 | be created to special case this.
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| 65 | @par
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| 66 | In order to give applications easy access to these implementations,
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| 67 | this class has a number of methods to create or retrieve a SceneManager
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| 68 | which is appropriate to the scene type.
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| 69 | @par
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| 70 | SceneManagers are created by SceneManagerFactory instances. New factories
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| 71 | for new types of SceneManager can be registered with this class to make
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| 72 | them available to clients.
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| 73 | @par
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| 74 | Note that you can still plug in your own custom SceneManager without
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| 75 | using a factory, should you choose, it's just not as flexible that way.
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| 76 | Just instantiate your own SceneManager manually and use it directly.
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| 77 | */
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| 78 | class _OgreExport SceneManagerEnumerator : public Singleton<SceneManagerEnumerator>
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| 79 | {
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| 80 | public:
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| 81 | /// Scene manager instances, indexed by instance name
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| 82 | typedef std::map<String, SceneManager*> Instances;
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| 83 | /// List of available scene manager types as meta data
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| 84 | typedef std::vector<const SceneManagerMetaData*> MetaDataList;
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| 85 | private:
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| 86 | /// Scene manager factories
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| 87 | typedef std::list<SceneManagerFactory*> Factories;
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| 88 | Factories mFactories;
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| 89 | Instances mInstances;
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| 90 | /// Stored separately to allow iteration
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| 91 | MetaDataList mMetaDataList;
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| 92 | /// Factory for default scene manager
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| 93 | DefaultSceneManagerFactory mDefaultFactory;
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| 94 | /// Count of creations for auto-naming
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| 95 | unsigned long mInstanceCreateCount;
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| 96 | /// Currently assigned render system
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| 97 | RenderSystem* mCurrentRenderSystem;
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| 98 |
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| 99 |
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| 100 | public:
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| 101 | SceneManagerEnumerator();
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| 102 | ~SceneManagerEnumerator();
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| 103 |
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| 104 | /** Register a new SceneManagerFactory.
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| 105 | @remarks
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| 106 | Plugins should call this to register as new SceneManager providers.
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| 107 | */
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| 108 | void addFactory(SceneManagerFactory* fact);
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| 109 |
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| 110 | /** Remove a SceneManagerFactory.
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| 111 | */
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| 112 | void removeFactory(SceneManagerFactory* fact);
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| 113 |
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| 114 | /** Get more information about a given type of SceneManager.
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| 115 | @remarks
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| 116 | The metadata returned tells you a few things about a given type
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| 117 | of SceneManager, which can be created using a factory that has been
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| 118 | registered already.
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| 119 | @param typeName The type name of the SceneManager you want to enquire on.
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| 120 | If you don't know the typeName already, you can iterate over the
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| 121 | metadata for all types using getMetaDataIterator.
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| 122 | */
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| 123 | const SceneManagerMetaData* getMetaData(const String& typeName) const;
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| 124 |
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| 125 | typedef ConstVectorIterator<MetaDataList> MetaDataIterator;
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| 126 | /** Iterate over all types of SceneManager available for construction,
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| 127 | providing some information about each one.
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| 128 | */
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| 129 | MetaDataIterator getMetaDataIterator(void) const;
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| 130 |
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| 131 | /** Create a SceneManager instance of a given type.
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| 132 | @remarks
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| 133 | You can use this method to create a SceneManager instance of a
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| 134 | given specific type. You may know this type already, or you may
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| 135 | have discovered it by looking at the results from getMetaDataIterator.
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| 136 | @note
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| 137 | This method throws an exception if the named type is not found.
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| 138 | @param typeName String identifying a unique SceneManager type
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| 139 | @param instanceName Optional name to given the new instance that is
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| 140 | created. If you leave this blank, an auto name will be assigned.
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| 141 | */
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| 142 | SceneManager* createSceneManager(const String& typeName,
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| 143 | const String& instanceName = StringUtil::BLANK);
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| 144 |
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| 145 | /** Create a SceneManager instance based on scene type support.
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| 146 | @remarks
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| 147 | Creates an instance of a SceneManager which supports the scene types
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| 148 | identified in the parameter. If more than one type of SceneManager
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| 149 | has been registered as handling that combination of scene types,
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| 150 | in instance of the last one registered is returned.
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| 151 | @note This method always succeeds, if a specific scene manager is not
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| 152 | found, the default implementation is always returned.
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| 153 | @param typeMask A mask containing one or more SceneType flags
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| 154 | @param instanceName Optional name to given the new instance that is
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| 155 | created. If you leave this blank, an auto name will be assigned.
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| 156 | */
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| 157 | SceneManager* createSceneManager(SceneTypeMask typeMask,
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| 158 | const String& instanceName = StringUtil::BLANK);
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| 159 |
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| 160 | /** Destroy an instance of a SceneManager. */
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| 161 | void destroySceneManager(SceneManager* sm);
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| 162 |
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| 163 | /** Get an existing SceneManager instance that has already been created,
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| 164 | identified by the instance name.
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| 165 | @param instanceName The name of the instance to retrieve.
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| 166 | */
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| 167 | SceneManager* getSceneManager(const String& instanceName) const;
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| 168 |
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| 169 | typedef MapIterator<Instances> SceneManagerIterator;
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| 170 | /** Get an iterator over all the existing SceneManager instances. */
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| 171 | SceneManagerIterator getSceneManagerIterator(void);
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| 172 |
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| 173 | /** Notifies all SceneManagers of the destination rendering system.
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| 174 | */
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| 175 | void setRenderSystem(RenderSystem* rs);
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| 176 |
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| 177 | /// Utility method to control shutdown of the managers
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| 178 | void shutdownAll(void);
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| 179 | /** Override standard Singleton retrieval.
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| 180 | @remarks
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| 181 | Why do we do this? Well, it's because the Singleton
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| 182 | implementation is in a .h file, which means it gets compiled
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| 183 | into anybody who includes it. This is needed for the
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| 184 | Singleton template to work, but we actually only want it
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| 185 | compiled into the implementation of the class based on the
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| 186 | Singleton, not all of them. If we don't change this, we get
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| 187 | link errors when trying to use the Singleton-based class from
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| 188 | an outside dll.
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| 189 | @par
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| 190 | This method just delegates to the template version anyway,
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| 191 | but the implementation stays in this single compilation unit,
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| 192 | preventing link errors.
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| 193 | */
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| 194 | static SceneManagerEnumerator& getSingleton(void);
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| 195 | /** Override standard Singleton retrieval.
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| 196 | @remarks
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| 197 | Why do we do this? Well, it's because the Singleton
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| 198 | implementation is in a .h file, which means it gets compiled
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| 199 | into anybody who includes it. This is needed for the
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| 200 | Singleton template to work, but we actually only want it
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| 201 | compiled into the implementation of the class based on the
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| 202 | Singleton, not all of them. If we don't change this, we get
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| 203 | link errors when trying to use the Singleton-based class from
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| 204 | an outside dll.
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| 205 | @par
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| 206 | This method just delegates to the template version anyway,
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| 207 | but the implementation stays in this single compilation unit,
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| 208 | preventing link errors.
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| 209 | */
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| 210 | static SceneManagerEnumerator* getSingletonPtr(void);
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| 211 |
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| 212 | };
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| 213 |
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| 214 |
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| 215 | }
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| 216 |
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| 217 | #endif
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