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source: downloads/ogre/OgreMain/include/OgreSceneManagerEnumerator.h @ 29

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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 __SceneManagerEnumerator_H__
30#define __SceneManagerEnumerator_H__
31
32#include "OgrePrerequisites.h"
33
34#include "OgreSceneManager.h"
35#include "OgreSingleton.h"
36#include "OgreIteratorWrappers.h"
37
38namespace Ogre {
39   
40        /// Factory for default scene manager
41        class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory
42        {
43        protected:
44                void initMetaData(void) const;
45        public:
46                DefaultSceneManagerFactory() {}
47                ~DefaultSceneManagerFactory() {}
48                /// Factory type name
49                static const String FACTORY_TYPE_NAME;
50                SceneManager* createInstance(const String& instanceName);
51                void destroyInstance(SceneManager* instance);
52        };
53        /// Default scene manager
54        class _OgreExport DefaultSceneManager : public SceneManager
55        {
56        public:
57                DefaultSceneManager(const String& name);
58                ~DefaultSceneManager();
59                const String& getTypeName(void) const;
60        };
61
62    /** Enumerates the SceneManager classes available to applications.
63        @remarks
64            As described in the SceneManager class, SceneManagers are responsible
65            for organising the scene and issuing rendering commands to the
66            RenderSystem. Certain scene types can benefit from different
67            rendering approaches, and it is intended that subclasses will
68            be created to special case this.
69        @par
70            In order to give applications easy access to these implementations,
71            this class has a number of methods to create or retrieve a SceneManager
72            which is appropriate to the scene type.
73                @par
74                        SceneManagers are created by SceneManagerFactory instances. New factories
75                        for new types of SceneManager can be registered with this class to make
76                        them available to clients.
77                @par
78                        Note that you can still plug in your own custom SceneManager without
79                        using a factory, should you choose, it's just not as flexible that way.
80                        Just instantiate your own SceneManager manually and use it directly.
81    */
82    class _OgreExport SceneManagerEnumerator : public Singleton<SceneManagerEnumerator>
83    {
84        public:
85                /// Scene manager instances, indexed by instance name
86                typedef std::map<String, SceneManager*> Instances;
87                /// List of available scene manager types as meta data
88                typedef std::vector<const SceneManagerMetaData*> MetaDataList;
89    private:
90                /// Scene manager factories
91                typedef std::list<SceneManagerFactory*> Factories;
92                Factories mFactories;
93                Instances mInstances;
94                /// Stored separately to allow iteration
95                MetaDataList mMetaDataList;
96                /// Factory for default scene manager
97                DefaultSceneManagerFactory mDefaultFactory;
98                /// Count of creations for auto-naming
99                unsigned long mInstanceCreateCount;
100                /// Currently assigned render system
101                RenderSystem* mCurrentRenderSystem;
102
103
104    public:
105        SceneManagerEnumerator();
106        ~SceneManagerEnumerator();
107
108                /** Register a new SceneManagerFactory.
109                @remarks
110                        Plugins should call this to register as new SceneManager providers.
111                */
112                void addFactory(SceneManagerFactory* fact);
113
114                /** Remove a SceneManagerFactory.
115                */
116                void removeFactory(SceneManagerFactory* fact);
117
118                /** Get more information about a given type of SceneManager.
119                @remarks
120                        The metadata returned tells you a few things about a given type
121                        of SceneManager, which can be created using a factory that has been
122                        registered already.
123                @param typeName The type name of the SceneManager you want to enquire on.
124                        If you don't know the typeName already, you can iterate over the
125                        metadata for all types using getMetaDataIterator.
126                */
127                const SceneManagerMetaData* getMetaData(const String& typeName) const;
128
129                typedef ConstVectorIterator<MetaDataList> MetaDataIterator;
130                /** Iterate over all types of SceneManager available for construction,
131                        providing some information about each one.
132                */
133                MetaDataIterator getMetaDataIterator(void) const;
134
135                /** Create a SceneManager instance of a given type.
136                @remarks
137                        You can use this method to create a SceneManager instance of a
138                        given specific type. You may know this type already, or you may
139                        have discovered it by looking at the results from getMetaDataIterator.
140                @note
141                        This method throws an exception if the named type is not found.
142                @param typeName String identifying a unique SceneManager type
143                @param instanceName Optional name to given the new instance that is
144                        created. If you leave this blank, an auto name will be assigned.
145                */
146                SceneManager* createSceneManager(const String& typeName, 
147                        const String& instanceName = StringUtil::BLANK);
148
149                /** Create a SceneManager instance based on scene type support.
150                @remarks
151                        Creates an instance of a SceneManager which supports the scene types
152                        identified in the parameter. If more than one type of SceneManager
153                        has been registered as handling that combination of scene types,
154                        in instance of the last one registered is returned.
155                @note This method always succeeds, if a specific scene manager is not
156                        found, the default implementation is always returned.
157                @param typeMask A mask containing one or more SceneType flags
158                @param instanceName Optional name to given the new instance that is
159                        created. If you leave this blank, an auto name will be assigned.
160                */
161                SceneManager* createSceneManager(SceneTypeMask typeMask, 
162                        const String& instanceName = StringUtil::BLANK);
163
164                /** Destroy an instance of a SceneManager. */
165                void destroySceneManager(SceneManager* sm);
166
167                /** Get an existing SceneManager instance that has already been created,
168                        identified by the instance name.
169                @param instanceName The name of the instance to retrieve.
170                */
171                SceneManager* getSceneManager(const String& instanceName) const;
172
173                typedef MapIterator<Instances> SceneManagerIterator;
174                /** Get an iterator over all the existing SceneManager instances. */
175                SceneManagerIterator getSceneManagerIterator(void);
176
177        /** Notifies all SceneManagers of the destination rendering system.
178        */
179        void setRenderSystem(RenderSystem* rs);
180
181        /// Utility method to control shutdown of the managers
182        void shutdownAll(void);
183        /** Override standard Singleton retrieval.
184        @remarks
185        Why do we do this? Well, it's because the Singleton
186        implementation is in a .h file, which means it gets compiled
187        into anybody who includes it. This is needed for the
188        Singleton template to work, but we actually only want it
189        compiled into the implementation of the class based on the
190        Singleton, not all of them. If we don't change this, we get
191        link errors when trying to use the Singleton-based class from
192        an outside dll.
193        @par
194        This method just delegates to the template version anyway,
195        but the implementation stays in this single compilation unit,
196        preventing link errors.
197        */
198        static SceneManagerEnumerator& getSingleton(void);
199        /** Override standard Singleton retrieval.
200        @remarks
201        Why do we do this? Well, it's because the Singleton
202        implementation is in a .h file, which means it gets compiled
203        into anybody who includes it. This is needed for the
204        Singleton template to work, but we actually only want it
205        compiled into the implementation of the class based on the
206        Singleton, not all of them. If we don't change this, we get
207        link errors when trying to use the Singleton-based class from
208        an outside dll.
209        @par
210        This method just delegates to the template version anyway,
211        but the implementation stays in this single compilation unit,
212        preventing link errors.
213        */
214        static SceneManagerEnumerator* getSingletonPtr(void);
215
216    };
217
218
219}
220
221#endif
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