// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_STREAMABLE_ENTITY_COMPOSITE #define CL_STREAMABLE_ENTITY_COMPOSITE #include "streamable_entity.h" #include /** A group of streamable entity */ class CStreamableEntityComposite : public IStreamableEntity { public: // dtor ~CStreamableEntityComposite(); /// Add an entity. it is then owned by this obj. void add(IStreamableEntity *entity); /// optimisation : make room for further adds void reserve(uint size); /// Remove an entity (& delete it) void remove(IStreamableEntity *entity); /// Remove all entities (& elte them) void removeAll(); /// Get the number of entity uint getNumEntities() const { return _Entities.size(); } /// Get an entity by its index IStreamableEntity *getEntity(uint index) const { return _Entities[index]; } //\name from IStreamableEntity //@{ /** Given a pos, test wether one entity needs to be loaded now. * It it returns true, the next call to update will return only when the loading of an entity is completed. */ virtual bool needCompleteLoading(const NLMISC::CVector &pos) const; /// Load / Unload entity depeneding on the player position virtual void update(const NLMISC::CVector &pos); virtual void forceUpdate(const NLMISC::CVector &pos, NLMISC::IProgressCallback &progress); /// Force unloading of all entitie virtual void forceUnload(); //@} private: typedef std::vector TStreambleEntities; TStreambleEntities _Entities; }; #endif