source: OGRE/trunk/ogrenew/PlugIns/BSPSceneManager/include/OgreBspResourceManager.h @ 657

Revision 657, 4.3 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef _BspLevelManager_H__
26#define _BspLevelManager_H__
27
28#include "OgreBspPrerequisites.h"
29#include "OgreResourceManager.h"
30#include "OgreSingleton.h"
31
32namespace Ogre {
33
34    /** Manages the locating and loading of BSP-based indoor levels.
35    Like other ResourceManager specialisations it manages the location and loading
36    of a specific type of resource, in this case files containing Binary
37    Space Partition (BSP) based level files e.g. Quake3 levels.</p>
38    However, note that unlike other ResourceManager implementations,
39    only 1 BspLevel resource is allowed to be loaded at one time. Loading
40    another automatically unloads the currently loaded level if any.
41    */
42    class BspResourceManager : public ResourceManager, public Singleton<BspResourceManager>
43    {
44    public:
45        BspResourceManager();
46        ~BspResourceManager();
47
48        /** Loads a BSP-based level from the named file.
49            Currently only supports loading of Quake3 .bsp files.
50        */
51        ResourcePtr load(const String& name,
52            const String& group, bool isManual = false,
53            ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0);
54
55
56        /** Override standard Singleton retrieval.
57        @remarks
58        Why do we do this? Well, it's because the Singleton
59        implementation is in a .h file, which means it gets compiled
60        into anybody who includes it. This is needed for the
61        Singleton template to work, but we actually only want it
62        compiled into the implementation of the class based on the
63        Singleton, not all of them. If we don't change this, we get
64        link errors when trying to use the Singleton-based class from
65        an outside dll.
66        @par
67        This method just delegates to the template version anyway,
68        but the implementation stays in this single compilation unit,
69        preventing link errors.
70        */
71        static BspResourceManager& getSingleton(void);
72        /** Override standard Singleton retrieval.
73        @remarks
74        Why do we do this? Well, it's because the Singleton
75        implementation is in a .h file, which means it gets compiled
76        into anybody who includes it. This is needed for the
77        Singleton template to work, but we actually only want it
78        compiled into the implementation of the class based on the
79        Singleton, not all of them. If we don't change this, we get
80        link errors when trying to use the Singleton-based class from
81        an outside dll.
82        @par
83        This method just delegates to the template version anyway,
84        but the implementation stays in this single compilation unit,
85        preventing link errors.
86        */
87        static BspResourceManager* getSingletonPtr(void);
88
89
90    protected:
91        /** @copydoc ResourceManager::createImpl. */
92        Resource* createImpl(const String& name, ResourceHandle handle,
93            const String& group, bool isManual, ManualResourceLoader* loader,
94            const NameValuePairList* createParams);
95
96        // Singleton managed by this class
97        Quake3ShaderManager *mShaderMgr;
98
99    };
100
101}
102
103#endif
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