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75 lines
2.6 KiB
75 lines
2.6 KiB
/*==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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#include "hsTypes.h" |
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#include <vector> |
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#include "pnKeyedObject/plKey.h" |
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// A really crappy sort of a list of keys from the most referenced key to the least. |
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// This allows you to write out and read in the keys without having to worry about |
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// one referencing another that isn't loaded yet (ie, in the SceneViewer) |
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class plKeyRefSort |
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{ |
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protected: |
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class KeyRefs |
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{ |
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public: |
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plKey fKey; |
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int fNumRefs; |
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KeyRefs() : fKey(nil), fNumRefs(-1) {} |
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KeyRefs(plKey key, int numRefs) : fKey(key), fNumRefs(numRefs) {} |
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hsBool operator== (const plKey key) |
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{ |
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return (fKey == key); |
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} |
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}; |
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static std::vector<plKey>* fKeys; |
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static std::vector<KeyRefs> fNumRefs; |
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friend class RefComp; |
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static int CountRefsRecur(plKey key, std::vector<plKey>& traversedKeys); |
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public: |
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static void Sort(std::vector<plKey>* keys); |
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};
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