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 _BspLevelManager_H__ |
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30 | #define _BspLevelManager_H__ |
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31 | |
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32 | #include "OgreBspPrerequisites.h" |
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33 | #include "OgreResourceManager.h" |
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34 | #include "OgreSingleton.h" |
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35 | |
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36 | namespace Ogre { |
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37 | |
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38 | /** Manages the locating and loading of BSP-based indoor levels. |
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39 | Like other ResourceManager specialisations it manages the location and loading |
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40 | of a specific type of resource, in this case files containing Binary |
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41 | Space Partition (BSP) based level files e.g. Quake3 levels.</p> |
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42 | However, note that unlike other ResourceManager implementations, |
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43 | only 1 BspLevel resource is allowed to be loaded at one time. Loading |
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44 | another automatically unloads the currently loaded level if any. |
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45 | */ |
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46 | class BspResourceManager : public ResourceManager, public Singleton<BspResourceManager> |
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47 | { |
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48 | public: |
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49 | BspResourceManager(); |
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50 | ~BspResourceManager(); |
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51 | |
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52 | /** Loads a BSP-based level from the named file. |
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53 | Currently only supports loading of Quake3 .bsp files. |
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54 | */ |
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55 | ResourcePtr load(const String& name, |
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56 | const String& group, bool isManual = false, |
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57 | ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0); |
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58 | |
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59 | /** Loads a BSP-based level from a stream. |
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60 | Currently only supports loading of Quake3 .bsp files. |
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61 | */ |
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62 | ResourcePtr load(DataStreamPtr& stream, const String& group); |
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63 | |
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64 | /** Override standard Singleton retrieval. |
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65 | @remarks |
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66 | Why do we do this? Well, it's because the Singleton |
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67 | implementation is in a .h file, which means it gets compiled |
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68 | into anybody who includes it. This is needed for the |
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69 | Singleton template to work, but we actually only want it |
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70 | compiled into the implementation of the class based on the |
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71 | Singleton, not all of them. If we don't change this, we get |
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72 | link errors when trying to use the Singleton-based class from |
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73 | an outside dll. |
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74 | @par |
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75 | This method just delegates to the template version anyway, |
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76 | but the implementation stays in this single compilation unit, |
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77 | preventing link errors. |
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78 | */ |
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79 | static BspResourceManager& getSingleton(void); |
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80 | /** Override standard Singleton retrieval. |
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81 | @remarks |
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82 | Why do we do this? Well, it's because the Singleton |
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83 | implementation is in a .h file, which means it gets compiled |
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84 | into anybody who includes it. This is needed for the |
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85 | Singleton template to work, but we actually only want it |
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86 | compiled into the implementation of the class based on the |
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87 | Singleton, not all of them. If we don't change this, we get |
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88 | link errors when trying to use the Singleton-based class from |
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89 | an outside dll. |
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90 | @par |
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91 | This method just delegates to the template version anyway, |
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92 | but the implementation stays in this single compilation unit, |
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93 | preventing link errors. |
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94 | */ |
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95 | static BspResourceManager* getSingletonPtr(void); |
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96 | |
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97 | |
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98 | protected: |
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99 | /** @copydoc ResourceManager::createImpl. */ |
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100 | Resource* createImpl(const String& name, ResourceHandle handle, |
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101 | const String& group, bool isManual, ManualResourceLoader* loader, |
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102 | const NameValuePairList* createParams); |
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103 | |
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104 | // Singleton managed by this class |
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105 | Quake3ShaderManager *mShaderMgr; |
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106 | |
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107 | }; |
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108 | |
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109 | } |
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110 | |
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111 | #endif |
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