1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org/ 6 7 Copyright (c) 2000-2013 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 #ifndef __SceneManagerEnumerator_H__ 29 #define __SceneManagerEnumerator_H__ 30 31 #include "OgrePrerequisites.h" 32 33 #include "OgreSceneManager.h" 34 #include "OgreSingleton.h" 35 #include "OgreIteratorWrappers.h" 36 #include "OgreHeaderPrefix.h" 37 38 namespace Ogre { 39 40 /** \addtogroup Core 41 * @{ 42 */ 43 /** \addtogroup Scene 44 * @{ 45 */ 46 /// Factory for default scene manager 47 class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory 48 { 49 protected: 50 void initMetaData(void) const; 51 public: DefaultSceneManagerFactory()52 DefaultSceneManagerFactory() {} ~DefaultSceneManagerFactory()53 ~DefaultSceneManagerFactory() {} 54 /// Factory type name 55 static const String FACTORY_TYPE_NAME; 56 SceneManager* createInstance(const String& instanceName); 57 void destroyInstance(SceneManager* instance); 58 }; 59 /// Default scene manager 60 class _OgreExport DefaultSceneManager : public SceneManager 61 { 62 public: 63 DefaultSceneManager(const String& name); 64 ~DefaultSceneManager(); 65 const String& getTypeName(void) const; 66 }; 67 68 /** Enumerates the SceneManager classes available to applications. 69 @remarks 70 As described in the SceneManager class, SceneManagers are responsible 71 for organising the scene and issuing rendering commands to the 72 RenderSystem. Certain scene types can benefit from different 73 rendering approaches, and it is intended that subclasses will 74 be created to special case this. 75 @par 76 In order to give applications easy access to these implementations, 77 this class has a number of methods to create or retrieve a SceneManager 78 which is appropriate to the scene type. 79 @par 80 SceneManagers are created by SceneManagerFactory instances. New factories 81 for new types of SceneManager can be registered with this class to make 82 them available to clients. 83 @par 84 Note that you can still plug in your own custom SceneManager without 85 using a factory, should you choose, it's just not as flexible that way. 86 Just instantiate your own SceneManager manually and use it directly. 87 */ 88 class _OgreExport SceneManagerEnumerator : public Singleton<SceneManagerEnumerator>, public SceneMgtAlloc 89 { 90 public: 91 /// Scene manager instances, indexed by instance name 92 typedef map<String, SceneManager*>::type Instances; 93 /// List of available scene manager types as meta data 94 typedef vector<const SceneManagerMetaData*>::type MetaDataList; 95 private: 96 /// Scene manager factories 97 typedef list<SceneManagerFactory*>::type Factories; 98 Factories mFactories; 99 Instances mInstances; 100 /// Stored separately to allow iteration 101 MetaDataList mMetaDataList; 102 /// Factory for default scene manager 103 DefaultSceneManagerFactory mDefaultFactory; 104 /// Count of creations for auto-naming 105 unsigned long mInstanceCreateCount; 106 /// Currently assigned render system 107 RenderSystem* mCurrentRenderSystem; 108 109 110 public: 111 SceneManagerEnumerator(); 112 ~SceneManagerEnumerator(); 113 114 /** Register a new SceneManagerFactory. 115 @remarks 116 Plugins should call this to register as new SceneManager providers. 117 */ 118 void addFactory(SceneManagerFactory* fact); 119 120 /** Remove a SceneManagerFactory. 121 */ 122 void removeFactory(SceneManagerFactory* fact); 123 124 /** Get more information about a given type of SceneManager. 125 @remarks 126 The metadata returned tells you a few things about a given type 127 of SceneManager, which can be created using a factory that has been 128 registered already. 129 @param typeName The type name of the SceneManager you want to enquire on. 130 If you don't know the typeName already, you can iterate over the 131 metadata for all types using getMetaDataIterator. 132 */ 133 const SceneManagerMetaData* getMetaData(const String& typeName) const; 134 135 typedef ConstVectorIterator<MetaDataList> MetaDataIterator; 136 /** Iterate over all types of SceneManager available for construction, 137 providing some information about each one. 138 */ 139 MetaDataIterator getMetaDataIterator(void) const; 140 141 /** Create a SceneManager instance of a given type. 142 @remarks 143 You can use this method to create a SceneManager instance of a 144 given specific type. You may know this type already, or you may 145 have discovered it by looking at the results from getMetaDataIterator. 146 @note 147 This method throws an exception if the named type is not found. 148 @param typeName String identifying a unique SceneManager type 149 @param instanceName Optional name to given the new instance that is 150 created. If you leave this blank, an auto name will be assigned. 151 */ 152 SceneManager* createSceneManager(const String& typeName, 153 const String& instanceName = StringUtil::BLANK); 154 155 /** Create a SceneManager instance based on scene type support. 156 @remarks 157 Creates an instance of a SceneManager which supports the scene types 158 identified in the parameter. If more than one type of SceneManager 159 has been registered as handling that combination of scene types, 160 in instance of the last one registered is returned. 161 @note This method always succeeds, if a specific scene manager is not 162 found, the default implementation is always returned. 163 @param typeMask A mask containing one or more SceneType flags 164 @param instanceName Optional name to given the new instance that is 165 created. If you leave this blank, an auto name will be assigned. 166 */ 167 SceneManager* createSceneManager(SceneTypeMask typeMask, 168 const String& instanceName = StringUtil::BLANK); 169 170 /** Destroy an instance of a SceneManager. */ 171 void destroySceneManager(SceneManager* sm); 172 173 /** Get an existing SceneManager instance that has already been created, 174 identified by the instance name. 175 @param instanceName The name of the instance to retrieve. 176 */ 177 SceneManager* getSceneManager(const String& instanceName) const; 178 179 /** Identify if a SceneManager instance already exists. 180 @param instanceName The name of the instance to retrieve. 181 */ 182 bool hasSceneManager(const String& instanceName) const; 183 184 typedef MapIterator<Instances> SceneManagerIterator; 185 /** Get an iterator over all the existing SceneManager instances. */ 186 SceneManagerIterator getSceneManagerIterator(void); 187 188 /** Notifies all SceneManagers of the destination rendering system. 189 */ 190 void setRenderSystem(RenderSystem* rs); 191 192 /// Utility method to control shutdown of the managers 193 void shutdownAll(void); 194 /** Override standard Singleton retrieval. 195 @remarks 196 Why do we do this? Well, it's because the Singleton 197 implementation is in a .h file, which means it gets compiled 198 into anybody who includes it. This is needed for the 199 Singleton template to work, but we actually only want it 200 compiled into the implementation of the class based on the 201 Singleton, not all of them. If we don't change this, we get 202 link errors when trying to use the Singleton-based class from 203 an outside dll. 204 @par 205 This method just delegates to the template version anyway, 206 but the implementation stays in this single compilation unit, 207 preventing link errors. 208 */ 209 static SceneManagerEnumerator& getSingleton(void); 210 /** Override standard Singleton retrieval. 211 @remarks 212 Why do we do this? Well, it's because the Singleton 213 implementation is in a .h file, which means it gets compiled 214 into anybody who includes it. This is needed for the 215 Singleton template to work, but we actually only want it 216 compiled into the implementation of the class based on the 217 Singleton, not all of them. If we don't change this, we get 218 link errors when trying to use the Singleton-based class from 219 an outside dll. 220 @par 221 This method just delegates to the template version anyway, 222 but the implementation stays in this single compilation unit, 223 preventing link errors. 224 */ 225 static SceneManagerEnumerator* getSingletonPtr(void); 226 227 }; 228 229 /** @} */ 230 /** @} */ 231 232 } 233 234 #include "OgreHeaderSuffix.h" 235 236 #endif 237