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/*==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 <http://www.gnu.org/licenses/>.
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 plPluginResManager_h_inc
#define plPluginResManager_h_inc
#include "../plResMgr/plResManager.h"
#include "../pnKeyedObject/plKey.h"
#include "hsTemplates.h"
class plPageInfo;
class plRegistryPageNode;
class plSceneNode;
class plPluginResManager : public plResManager
{
public:
static plPluginResManager* ResMgr() { return (plPluginResManager*)hsgResMgr::ResMgr(); }
//------------------------
// Location management
//------------------------
// Given a page string combo, returns the key of the sceneNode for that page. If the page does not exist, it creates one.
plKey NameToLoc(const char* age, const char* page, Int32 sequenceNumber, hsBool itinerant = false);
// Verifies that the given sequence number belongs to the given string combo and ONLY that combo. Returns a new, unique sequenceNumber if not
Int32 VerifySeqNumber(Int32 sequenceNumber, const char* age, const char* page);
enum VerifyErrors
{
kNoVerifyError,
kErrRightPageWrongSeq,
kErrSeqAlreadyTaken,
kErrCantFindValid
};
VerifyErrors GetLastVerifyError() const { return fLastVerifyError; }
const plPageInfo* GetLastVerifyPage() const { return fLastVerifyPage; }
// Write all pages. Duh.
void WriteAllPages();
// Given a location, returns the plLocation corresponding to the common page from the same age
const plLocation& GetCommonPage(const plLocation& sisterPage, int whichPage);
// If we have the key of an object that needs to get written out, but we're too lazy to set up
// a proper reference too (e.g. adding it to a scenenode), we can add it here. On add, it will be RefObject()'d,
// and then after we've written out everything, it will be UnRefObject()'d (at the same time we UnRef all
// our scenenodes in EndExport.
void AddLooseEnd(plKey key);
// Given a key, will ref and unref the associated object so it goes away, then nukes the key and sets it to nil.
// The key's UOID should be safe to reuse at that point, unless someone else still has a ref, in which case
// this function returns false (returns true if successful).
bool NukeKeyAndObject(plKey& objectKey);
// Flushes all the created scene nodes out
void EndExport();
protected:
plLocation ICreateLocation(const char* age, const char* page, hsBool itinerant);
plLocation ICreateLocation(const char* age, const char* page, Int32 seqNum, hsBool itinerant);
plRegistryPageNode* INameToPage(const char* age, const char* page, Int32 sequenceNumber, hsBool itinerant = false);
void IPreLoadTextures(plRegistryPageNode* pageNode, Int32 origSeqNumber);
void IShutdown();
VerifyErrors fLastVerifyError;
const plPageInfo* fLastVerifyPage;
hsTArray<plSceneNode*> fExportedNodes;
hsTArray<plKey> fLooseEnds;
};
#endif // plPluginResManager_h_inc