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108 lines
4.1 KiB
108 lines
4.1 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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////////////////////////////////////////////////////////////////////////////// |
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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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#include "hsTemplates.h" |
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//// Class Definition ///////////////////////////////////////////////////////// |
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class plCommonObjLibList; |
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class hsKeyedObject; |
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class plKey; |
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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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hsBool RemoveObjectAndKey( plKey &key ); |
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hsKeyedObject *FindObject( const char *name, UInt16 classType = (UInt16)-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 hsBool 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 GetNumLibs( void ); |
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static plCommonObjLib *GetLib( UInt32 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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