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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __UserDefinedObject_H__ |
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30 | #define __UserDefinedObject_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | namespace Ogre { |
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35 | |
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36 | |
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37 | /** This class is designed to be subclassed by OGRE users, to allow them to |
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38 | associate their own application objects with MovableObject instances |
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39 | in the engine. |
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40 | @remarks |
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41 | It's always been suggested that an OGRE application would likley comprise |
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42 | a number of game objects which would keep pointers to OGRE objects in order |
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43 | to maintain the link. However, in some cases it would be very useful to be able to |
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44 | navigate directly from an OGRE instance back to a custom application object. |
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45 | This abstract class exists for this purpose; MovableObjects hold a pointer to |
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46 | a UserDefinedObject instance, which application writers subclass in order to |
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47 | include their own attributes. Your game objects themselves may be subclasses of this |
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48 | class, or your subclasses may merely be a link between them. |
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49 | @par |
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50 | Because OGRE never uses instances of this object itself, there is very little |
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51 | definition to this class; the application is expected to add all the detail it wants. |
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52 | However, as a hint, and for debugging purposes, this class does define a 'type id', |
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53 | which it is recommended you use to differentiate between your subclasses, |
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54 | if you have more than one type. |
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55 | */ |
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56 | class _OgreExport UserDefinedObject |
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57 | { |
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58 | public: |
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59 | /** Standard constructor. */ |
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60 | UserDefinedObject(); |
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61 | virtual ~UserDefinedObject() {} |
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62 | |
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63 | /** Return a number identifying the type of user defined object. |
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64 | @remarks |
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65 | Can be used to differentiate between different types of object which you attach to |
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66 | OGRE MovableObject instances. Recommend you override this in your classes if you |
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67 | use more than one type of object. |
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68 | @par |
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69 | Alternatively, you can override the getTypeName method and use that instead; |
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70 | that version is a litle more friendly and easier to scope, but obviously |
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71 | slightly less efficient. You choose which you prefer. |
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72 | */ |
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73 | virtual long getTypeID(void) const; |
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74 | |
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75 | /** Return a string identifying the type of user defined object. |
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76 | @remarks |
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77 | Can be used to differentiate between different types of object which you attach to |
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78 | OGRE MovableObject instances. Recommend you override this in your classes if you |
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79 | use more than one type of object. |
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80 | @par |
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81 | Alternatively, you can override the getTypeID method and use that instead; |
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82 | that version is a litle more efficient, but obviously |
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83 | slightly less easy to read. You choose which you prefer. |
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84 | */ |
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85 | virtual const String& getTypeName(void) const; |
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86 | |
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87 | }; |
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88 | |
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89 | |
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90 | |
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91 | } |
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92 | |
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93 | #endif |
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