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source: downloads/OgreMain/include/OgreUserDefinedObject.h @ 3

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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) 2000-2006 Torus Knot Software Ltd
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
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __UserDefinedObject_H__
30#define __UserDefinedObject_H__
31
32#include "OgrePrerequisites.h"
33
34namespace Ogre {
35
36
37    /** This class is designed to be subclassed by OGRE users, to allow them to
38        associate their own application objects with MovableObject instances
39        in the engine.
40    @remarks
41        It's always been suggested that an OGRE application would likley comprise
42        a number of game objects which would keep pointers to OGRE objects in order
43        to maintain the link. However, in some cases it would be very useful to be able to
44        navigate directly from an OGRE instance back to a custom application object.
45        This abstract class exists for this purpose; MovableObjects hold a pointer to
46        a UserDefinedObject instance, which application writers subclass in order to
47        include their own attributes. Your game objects themselves may be subclasses of this
48        class, or your subclasses may merely be a link between them.
49    @par
50        Because OGRE never uses instances of this object itself, there is very little
51        definition to this class; the application is expected to add all the detail it wants.
52        However, as a hint, and for debugging purposes, this class does define a 'type id',
53        which it is recommended you use to differentiate between your subclasses,
54        if you have more than one type.
55    */
56    class _OgreExport UserDefinedObject
57    {
58    public:
59        /** Standard constructor. */
60        UserDefinedObject();
61        virtual ~UserDefinedObject() {}
62
63        /** Return a number identifying the type of user defined object.
64        @remarks
65            Can be used to differentiate between different types of object which you attach to
66            OGRE MovableObject instances. Recommend you override this in your classes if you
67            use more than one type of object.
68        @par
69            Alternatively, you can override the getTypeName method and use that instead;
70            that version is a litle more friendly and easier to scope, but obviously
71            slightly less efficient. You choose which you prefer.
72        */
73        virtual long getTypeID(void) const;
74
75        /** Return a string identifying the type of user defined object.
76        @remarks
77            Can be used to differentiate between different types of object which you attach to
78            OGRE MovableObject instances. Recommend you override this in your classes if you
79            use more than one type of object.
80        @par
81            Alternatively, you can override the getTypeID method and use that instead;
82            that version is a litle more efficient, but obviously
83            slightly less easy to read. You choose which you prefer.
84        */
85        virtual const String& getTypeName(void) const;
86       
87    };
88   
89       
90
91}
92
93#endif
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