khanat-opennel-code/code/nel/include/nel/3d/landscapeig_manager.h

133 lines
4.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_LANDSCAPEIG_MANAGER_H
#define NL_LANDSCAPEIG_MANAGER_H
#include "nel/misc/types_nl.h"
#include <vector>
#include <map>
#include <string>
namespace NLMISC
{
class IProgressCallback;
}
namespace NL3D
{
class UInstanceGroup;
class UScene;
class UDriver;
// ***************************************************************************
/**
* This class is used to load and unload IG of landscape. Used in conjunction with ULandscape.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CLandscapeIGManager
{
public:
/// Constructor
CLandscapeIGManager();
~CLandscapeIGManager();
/** Initialize and load Instances Group from a text file. no-op if not found.
* the file is just a list of filename eg: "150_EM.ig", separated with return.
* At this time, All UInstanceGroup are loaded, but none are addToScene() ed.
*/
void initIG(UScene *scene, const std::string &igDesc, UDriver *driver, uint selectedTexture, NLMISC::IProgressCallback *callBack);
/** load of an instanceGroup of a zone. name is like "150_EM". no-op if "".
* If exist (see initIG), The instanceGroup is added to the scene.
* call after ULandscape::refreshZonesAround()
*/
UInstanceGroup *loadZoneIG(const std::string &name);
/** same as prec loadZoneIG, but with an array of name. no-op if "".
* call after ULandscape::loadAllZonesAround().
* \param names the igs to load
* \param dest if not NUL, pointer to the created igs
*/
void loadArrayZoneIG(const std::vector<std::string> &names, std::vector<UInstanceGroup *> *dest = NULL);
/** unload of an instanceGroup of a zone. name is like "150_EM". no-op if "".
* If exist (see initIG), The instanceGroup is removed from the scene.
* call after ULandscape::refreshZonesAround()
*/
void unloadZoneIG(const std::string &name);
/** same as prec unloadZoneIG, but with an array of name. no-op if "".
* call after ULandscape::refreshAllZonesAround().
*/
void unloadArrayZoneIG(const std::vector<std::string> &names);
/// is the Ig added to scene? name is like "150_EM". false if not found.
bool isIGAddedToScene(const std::string &name) const;
/// get the Ig. name is like "150_EM". NULL if not found.
UInstanceGroup *getIG(const std::string &name) const;
/// unload and delete all the zoneIgs. Call before deletion of the scene (else exception).
void reset();
/// reload all the Igs and re-add to scene.
void reloadAllIgs();
/// get a list of the ig
void getAllIG(std::vector<UInstanceGroup *> &dest) const;
/// get a list of the ig, with their names
void getAllIGWithNames(std::vector<std::pair<UInstanceGroup *, std::string> > &dest) const;
private:
UScene *_Scene;
struct CInstanceGroupElement
{
UInstanceGroup *Ig;
bool AddedToScene;
std::string FileName;
CInstanceGroupElement(UInstanceGroup *ig= NULL, const char *fileName= NULL);
// delete the ig.
void release();
};
typedef std::map<std::string, void*> TShapeMap;
typedef std::map<std::string, CInstanceGroupElement> TZoneInstanceGroupMap;
typedef TZoneInstanceGroupMap::iterator ItZoneInstanceGroupMap;
typedef TZoneInstanceGroupMap::const_iterator ConstItZoneInstanceGroupMap;
TZoneInstanceGroupMap _ZoneInstanceGroupMap;
TShapeMap _ShapeAdded;
std::string translateName(const std::string &name) const;
};
} // NL3D
#endif // NL_LANDSCAPEIG_MANAGER_H
/* End of landscapeig_manager.h */