/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ ////////////////////////////////////////////////////////////////////////////// // // // plCommonObjLib - Base class for a library of objects that are stored // // in common pages (for now, that means Textures or // // BuiltIn pages). // // // //// How To Use ////////////////////////////////////////////////////////////// // // // Derive from this class and override the IsInteresting function to // // filter out which objects you're interested in. Then, create an object // // of this type (static is fine) before the export process begins. // // // // Then, when you are going to create an object in a common page, call // // this lib to see if the object is already created. If so, it'll already // // be loaded and ready to go, and you shouldn't create another one. Of // // course, you always have the option of deleting it and creating another. // // // // The single biggest limitation is that objects in common pages can NOT // // have ANY refs to ANY other objects in ANY other page. Otherwise, their // // refs will get completely screwed up at export time. So don't do it!!! // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _plCommonObjLib_h #define _plCommonObjLib_h #include "hsTemplates.h" //// Class Definition ///////////////////////////////////////////////////////// class plCommonObjLibList; class hsKeyedObject; class plKey; class plCommonObjLib { protected: hsTArray fObjects; public: plCommonObjLib(); virtual ~plCommonObjLib(); /// Base utility functions void AddObject( hsKeyedObject *object ); hsBool RemoveObjectAndKey( plKey &key ); hsKeyedObject *FindObject( const char *name, UInt16 classType = (UInt16)-1 ); void ClearObjectList( void ); /// THIS IS YOUR VIRTUAL HERE. Override this to define which objects you collect virtual hsBool IsInteresting( const plKey &objectKey ) { return false; } /// Static functions for use only by the export resManager static UInt32 GetNumLibs( void ); static plCommonObjLib *GetLib( UInt32 idx ); private: static plCommonObjLibList *fLibList; }; #endif //_plCommonObjLib_h