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OgrePlugin.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgrePlugin.h
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/* ----------------------------------------------------------------------------- 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 __OGREPLUGIN_H__ #define __OGREPLUGIN_H__ #include "OgrePrerequisites.h" namespace Ogre { /** Class defining a generic OGRE plugin. @remarks OGRE is very plugin-oriented and you can customise much of its behaviour by registering new plugins, dynamically if you are using dynamic linking. This class abstracts the generic interface that all plugins must support. Within the implementations of this interface, the plugin must call other OGRE classes in order to register the detailed customisations it is providing, e.g. registering a new SceneManagerFactory, a new MovableObjectFactory, or a new RenderSystem. @par Plugins can be linked statically or dynamically. If they are linked dynamically (ie the plugin is in a DLL or Shared Object file), then you load the plugin by calling the Root::loadPlugin method (or some other mechanism which leads to that call, e.g. plugins.cfg), passing the name of the DLL. OGRE will then call a global init function on that DLL, and it will be expected to register one or more Plugin implementations using Root::installPlugin. The procedure is very similar if you use a static linked plugin, except that you simply instantiate the Plugin implementation yourself and pass it to Root::installPlugin. @note Lifecycle of a Plugin instance is very important. The Plugin instance must remain valid until the Plugin is uninstalled. Here are the things you must bear in mind:
If your plugin is in a DLL:
Create the Plugin instance and call Root::installPlugin in dllStartPlugin
Call Root::uninstallPlugin, then delete it in dllStopPlugin
If your plugin is statically linked in your app:
Create the Plugin anytime you like
Call Root::installPlugin any time whilst Root is valid
Call Root::uninstallPlugin if you like so long as Root is valid. However, it will be done for you when Root is destroyed, so the Plugin instance must still be valid at that point if you haven't manually uninstalled it.
The install and unninstall methods will be called when the plugin is installed or uninstalled. The initialise and shutdown will be called when there is a system initialisation or shutdown, e.g. when Root::initialise or Root::shutdown are called. */ class _OgreExport Plugin { public: Plugin() {} virtual ~Plugin() {} /** Get the name of the plugin. @remarks An implementation must be supplied for this method to uniquely identify the plugin. */ virtual const String& getName() const = 0; /** Perform the plugin initial installation sequence. @remarks An implementation must be supplied for this method. It must perform the startup tasks necessary to install any rendersystem customisations or anything else that is not dependent on system initialisation, ie only dependent on the core of Ogre. It must not perform any operations that would create rendersystem-specific objects at this stage, that should be done in initialise(). */ virtual void install() = 0; /** Perform any tasks the plugin needs to perform on full system initialisation. @remarks An implementation must be supplied for this method. It is called just after the system is fully initialised (either after Root::initialise if a window is created then, or after the frist window is created) and therefore all rendersystem functionality is available at this time. You can use this hook to create any resources which are dependent on a rendersystem or have rendersystem-specific implementations. */ virtual void initialise() = 0; /** Perform any tasks the plugin needs to perform when the system is shut down. @remarks An implementation must be supplied for this method. This method is called just before key parts of the system are unloaded, such as rendersystems being shut down. You should use this hook to free up resources and decouple custom objects from the OGRE system, whilst all the instances of other plugins (e.g. rendersystems) still exist. */ virtual void shutdown() = 0; /** Perform the final plugin uninstallation sequence. @remarks An implementation must be supplied for this method. It must perform the cleanup tasks which haven't already been performed in shutdown() (e.g. final deletion of custom instances, if you kept them around incase the system was reinitialised). At this stage you cannot be sure what other plugins are still loaded or active. It must therefore not perform any operations that would reference any rendersystem-specific objects - those should have been sorted out in the 'shutdown' method. */ virtual void uninstall() = 0; }; } #endif
OgrePlugin.h
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