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OgreSceneManagerEnumerator.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreSceneManagerEnumerator.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 __SceneManagerEnumerator_H__ #define __SceneManagerEnumerator_H__ #include "OgrePrerequisites.h" #include "OgreSceneManager.h" #include "OgreSingleton.h" #include "OgreIteratorWrappers.h" namespace Ogre { /// Factory for default scene manager class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory { protected: void initMetaData(void) const; public: DefaultSceneManagerFactory() {} ~DefaultSceneManagerFactory() {} /// Factory type name static const String FACTORY_TYPE_NAME; SceneManager* createInstance(const String& instanceName); void destroyInstance(SceneManager* instance); }; /// Default scene manager class _OgreExport DefaultSceneManager : public SceneManager { public: DefaultSceneManager(const String& name); ~DefaultSceneManager(); const String& getTypeName(void) const; }; /** Enumerates the SceneManager classes available to applications. @remarks As described in the SceneManager class, SceneManagers are responsible for organising the scene and issuing rendering commands to the RenderSystem. Certain scene types can benefit from different rendering approaches, and it is intended that subclasses will be created to special case this. @par In order to give applications easy access to these implementations, this class has a number of methods to create or retrieve a SceneManager which is appropriate to the scene type. @par SceneManagers are created by SceneManagerFactory instances. New factories for new types of SceneManager can be registered with this class to make them available to clients. @par Note that you can still plug in your own custom SceneManager without using a factory, should you choose, it's just not as flexible that way. Just instantiate your own SceneManager manually and use it directly. */ class _OgreExport SceneManagerEnumerator : public Singleton
{ public: /// Scene manager instances, indexed by instance name typedef std::map
Instances; /// List of available scene manager types as meta data typedef std::vector
MetaDataList; private: /// Scene manager factories typedef std::list
Factories; Factories mFactories; Instances mInstances; /// Stored separately to allow iteration MetaDataList mMetaDataList; /// Factory for default scene manager DefaultSceneManagerFactory mDefaultFactory; /// Count of creations for auto-naming unsigned long mInstanceCreateCount; /// Currently assigned render system RenderSystem* mCurrentRenderSystem; public: SceneManagerEnumerator(); ~SceneManagerEnumerator(); /** Register a new SceneManagerFactory. @remarks Plugins should call this to register as new SceneManager providers. */ void addFactory(SceneManagerFactory* fact); /** Remove a SceneManagerFactory. */ void removeFactory(SceneManagerFactory* fact); /** Get more information about a given type of SceneManager. @remarks The metadata returned tells you a few things about a given type of SceneManager, which can be created using a factory that has been registered already. @param typeName The type name of the SceneManager you want to enquire on. If you don't know the typeName already, you can iterate over the metadata for all types using getMetaDataIterator. */ const SceneManagerMetaData* getMetaData(const String& typeName) const; typedef ConstVectorIterator
MetaDataIterator; /** Iterate over all types of SceneManager available for construction, providing some information about each one. */ MetaDataIterator getMetaDataIterator(void) const; /** Create a SceneManager instance of a given type. @remarks You can use this method to create a SceneManager instance of a given specific type. You may know this type already, or you may have discovered it by looking at the results from getMetaDataIterator. @note This method throws an exception if the named type is not found. @param typeName String identifying a unique SceneManager type @param instanceName Optional name to given the new instance that is created. If you leave this blank, an auto name will be assigned. */ SceneManager* createSceneManager(const String& typeName, const String& instanceName = StringUtil::BLANK); /** Create a SceneManager instance based on scene type support. @remarks Creates an instance of a SceneManager which supports the scene types identified in the parameter. If more than one type of SceneManager has been registered as handling that combination of scene types, in instance of the last one registered is returned. @note This method always succeeds, if a specific scene manager is not found, the default implementation is always returned. @param typeMask A mask containing one or more SceneType flags @param instanceName Optional name to given the new instance that is created. If you leave this blank, an auto name will be assigned. */ SceneManager* createSceneManager(SceneTypeMask typeMask, const String& instanceName = StringUtil::BLANK); /** Destroy an instance of a SceneManager. */ void destroySceneManager(SceneManager* sm); /** Get an existing SceneManager instance that has already been created, identified by the instance name. @param instanceName The name of the instance to retrieve. */ SceneManager* getSceneManager(const String& instanceName) const; typedef MapIterator
SceneManagerIterator; /** Get an iterator over all the existing SceneManager instances. */ SceneManagerIterator getSceneManagerIterator(void); /** Notifies all SceneManagers of the destination rendering system. */ void setRenderSystem(RenderSystem* rs); /// Utility method to control shutdown of the managers void shutdownAll(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 SceneManagerEnumerator& 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 SceneManagerEnumerator* getSingletonPtr(void); }; } #endif
OgreSceneManagerEnumerator.h
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