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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plCommonObjLib - Base class for a library of objects that are stored //
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// in common pages (for now, that means Textures or //
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// BuiltIn pages). //
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// //
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//// How To Use //////////////////////////////////////////////////////////////
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// //
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// Derive from this class and override the IsInteresting function to //
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// filter out which objects you're interested in. Then, create an object //
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// of this type (static is fine) before the export process begins. //
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// //
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// Then, when you are going to create an object in a common page, call //
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// this lib to see if the object is already created. If so, it'll already //
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// be loaded and ready to go, and you shouldn't create another one. Of //
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// course, you always have the option of deleting it and creating another. //
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// //
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// The single biggest limitation is that objects in common pages can NOT //
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// have ANY refs to ANY other objects in ANY other page. Otherwise, their //
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// refs will get completely screwed up at export time. So don't do it!!! //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plCommonObjLib_h
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#define _plCommonObjLib_h
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class plCommonObjLibList;
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class plKey;
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class hsKeyedObject;
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class plString;
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//// Class Definition /////////////////////////////////////////////////////////
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class plCommonObjLib
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{
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protected:
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hsTArray<hsKeyedObject *> fObjects;
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public:
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plCommonObjLib();
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virtual ~plCommonObjLib();
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/// Base utility functions
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void AddObject( hsKeyedObject *object );
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bool RemoveObjectAndKey( plKey &key );
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hsKeyedObject *FindObject( const plString &name, uint16_t classType = (uint16_t)-1 );
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void ClearObjectList( void );
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/// THIS IS YOUR VIRTUAL HERE. Override this to define which objects you collect
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virtual bool IsInteresting( const plKey &objectKey ) { return false; }
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/// Static functions for use only by the export resManager
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static uint32_t GetNumLibs( void );
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static plCommonObjLib *GetLib( uint32_t idx );
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private:
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static plCommonObjLibList *fLibList;
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};
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#endif //_plCommonObjLib_h
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