/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _BspLevelManager_H__ #define _BspLevelManager_H__ #include "OgreBspPrerequisites.h" #include "OgreResourceManager.h" #include "OgreSingleton.h" namespace Ogre { /** Manages the locating and loading of BSP-based indoor levels. Like other ResourceManager specialisations it manages the location and loading of a specific type of resource, in this case files containing Binary Space Partition (BSP) based level files e.g. Quake3 levels.

However, note that unlike other ResourceManager implementations, only 1 BspLevel resource is allowed to be loaded at one time. Loading another automatically unloads the currently loaded level if any. */ class BspResourceManager : public ResourceManager, public Singleton { public: BspResourceManager(); ~BspResourceManager(); /** Loads a BSP-based level from the named file. Currently only supports loading of Quake3 .bsp files. */ ResourcePtr load(const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0); /** Loads a BSP-based level from a stream. Currently only supports loading of Quake3 .bsp files. */ ResourcePtr load(DataStreamPtr& stream, const String& group); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static BspResourceManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static BspResourceManager* getSingletonPtr(void); protected: /** @copydoc ResourceManager::createImpl. */ Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams); // Singleton managed by this class Quake3ShaderManager *mShaderMgr; }; } #endif