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OgreScriptLoader.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreScriptLoader.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 __ScriptLoader_H__ #define __ScriptLoader_H__ #include "OgrePrerequisites.h" #include "OgreDataStream.h" #include "OgreStringVector.h" namespace Ogre { /** Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage. @remarks Typically classes of this type wish to either parse individual script files on demand, or be called with a group of files matching a certain pattern at the appropriate time. Normally this will coincide with resource loading, although the script use does not necessarily have to be a ResourceManager (which subclasses from this class), it may be simply a script loader which manages non-resources but needs to be synchronised at the same loading points. @par Subclasses should add themselves to the ResourceGroupManager as a script loader if they wish to be called at the point a resource group is loaded, at which point the parseScript method will be called with each file which matches a the pattern returned from getScriptPatterns. */ class _OgreExport ScriptLoader { public: virtual ~ScriptLoader(); /** Gets the file patterns which should be used to find scripts for this class. @remarks This method is called when a resource group is loaded if you use ResourceGroupManager::_registerScriptLoader. @returns A list of file patterns, in the order they should be searched in. */ virtual const StringVector& getScriptPatterns(void) const = 0; /** Parse a script file. @param stream Weak reference to a data stream which is the source of the script @param groupName The name of a resource group which should be used if any resources are created during the parse of this script. */ virtual void parseScript(DataStreamPtr& stream, const String& groupName) = 0; /** Gets the relative loading order of scripts of this type. @remarks There are dependencies between some kinds of scripts, and to enforce this all implementors of this interface must define a loading order. @returns A value representing the relative loading order of these scripts compared to other script users, where higher values load later. */ virtual Real getLoadingOrder(void) const = 0; }; } #endif
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