/*==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==*/ #ifndef plRenderRequestMsg_inc #define plRenderRequestMsg_inc #include "../pnMessage/plMessage.h" #include "hsRefCnt.h" class plRenderRequest; class hsStream; class hsResMgr; // This is a little StoneAge, using the old HeadSpin ref count here. // It's a perfect spot for a smart pointer, but we ain't got none. // // Basic issue is that we hand a pointer to this request off to the // client (via the plRenderRequestMsg), who will at some later point this frame // hand it to the pipeline to be processed. So if I want to hand it off and // forget about it, the client needs to delete it. If I want to reuse it every // frame and destroy it when I'm done, I need to delete it. Sounds just like // a smart pointer, or for the cro-magnons a RefCnt. class plRenderRequestBase : public hsRefCnt { }; class plRenderRequestMsg : public plMessage { protected: plRenderRequestBase* fReq; public: // Argumentless constructor useless (except for compiling). plRenderRequestMsg(); // non-nil sender will get an ack when render is "done". plRenderRequestMsg(plKey sender, plRenderRequestBase* req); virtual ~plRenderRequestMsg(); CLASSNAME_REGISTER( plRenderRequestMsg ); GETINTERFACE_ANY( plRenderRequestMsg, plMessage ); // These aren't really implemented. Read/Write/Transmission of // these messages doesn't currently make sense. virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); plRenderRequest* Request() const { return (plRenderRequest*)fReq; } }; class plRenderRequestAck: public plMessage { protected: UInt32 fUserData; UInt32 fNumDrawn; // number of objects drawn. public: // Argumentless constructor useless (except for compiling). plRenderRequestAck(); plRenderRequestAck(plKey r, UInt32 userData=0); ~plRenderRequestAck() {} CLASSNAME_REGISTER( plRenderRequestAck ); GETINTERFACE_ANY( plRenderRequestAck, plMessage ); void SetNumDrawn(UInt32 n) { fNumDrawn = n; } UInt32 GetNumDrawn() const { return fNumDrawn; } // These aren't really implemented. Read/Write/Transmission of // these messages doesn't currently make sense. virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); }; #endif // plRenderRequestMsg_inc