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OgreOverlayManager.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreOverlayManager.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __OverlayManager_H__ #define __OverlayManager_H__ #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreStringVector.h" #include "OgreOverlay.h" #include "OgreScriptLoader.h" namespace Ogre { /** Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. Alo manages the creation of OverlayContainers and OverlayElements, used for non-interactive 2D elements such as HUDs. */ class _OgreExport OverlayManager : public Singleton
, public ScriptLoader { public: typedef std::map
OverlayMap; typedef std::map
ElementMap; protected: OverlayMap mOverlayMap; StringVector mScriptPatterns; void parseNewElement( DataStreamPtr& chunk, String& elemType, String& elemName, bool isContainer, Overlay* pOverlay, bool isTemplate, String templateName = String(""), OverlayContainer* container = 0); void parseAttrib( const String& line, Overlay* pOverlay); void parseElementAttrib( const String& line, Overlay* pOverlay, OverlayElement* pElement ); void skipToNextCloseBrace(DataStreamPtr& chunk); void skipToNextOpenBrace(DataStreamPtr& chunk); int mLastViewportWidth, mLastViewportHeight; bool mViewportDimensionsChanged; bool parseChildren( DataStreamPtr& chunk, const String& line, Overlay* pOverlay, bool isTemplate, OverlayContainer* parent = NULL); typedef std::map
FactoryMap; FactoryMap mFactories; ElementMap mInstances; ElementMap mTemplates; typedef std::set
LoadedScripts; LoadedScripts mLoadedScripts; ElementMap& getElementMap(bool isTemplate); OverlayElement* createOverlayElementImpl(const String& typeName, const String& instanceName, ElementMap& elementMap); OverlayElement* getOverlayElementImpl(const String& name, ElementMap& elementMap); void destroyOverlayElementImpl(const String& instanceName, ElementMap& elementMap); void destroyOverlayElementImpl(OverlayElement* pInstance, ElementMap& elementMap); void destroyAllOverlayElementsImpl(ElementMap& elementMap); public: OverlayManager(); virtual ~OverlayManager(); /// @copydoc ScriptLoader::getScriptPatterns const StringVector& getScriptPatterns(void) const; /// @copydoc ScriptLoader::parseScript void parseScript(DataStreamPtr& stream, const String& groupName); /// @copydoc ScriptLoader::getLoadingOrder Real getLoadingOrder(void) const; /** Create a new Overlay. */ Overlay* create(const String& name); /** Retrieve an Overlay by name @returns A pointer to the Overlay, or 0 if not found */ Overlay* getByName(const String& name); /** Destroys an existing overlay by name */ void destroy(const String& name); /** Destroys an existing overlay */ void destroy(Overlay* overlay); /** Destroys all existing overlays */ void destroyAll(void); typedef MapIterator
OverlayMapIterator; OverlayMapIterator getOverlayIterator(void); /** Internal method for queueing the visible overlays for rendering. */ void _queueOverlaysForRendering(Camera* cam, RenderQueue* pQueue, Viewport *vp); /** Method for determining if the viewport has changed dimensions. @remarks This is used by pixel-based OverlayElements to work out if they need to reclaculate their sizes. */ bool hasViewportChanged(void) const; /** Gets the height of the destination viewport in pixels. */ int getViewportHeight(void) const; /** Gets the width of the destination viewport in pixels. */ int getViewportWidth(void) const; Real getViewportAspectRatio(void) const; /** Creates a new OverlayElement of the type requested. @remarks The type of element to create is passed in as a string because this allows plugins to register new types of component. @param typeName The type of element to create. @param instanceName The name to give the new instance. */ OverlayElement* createOverlayElement(const String& typeName, const String& instanceName, bool isTemplate = false); /** Gets a reference to an existing element. */ OverlayElement* getOverlayElement(const String& name, bool isTemplate = false); /** Destroys a OverlayElement. @remarks Make sure you're not still using this in an Overlay. If in doubt, let OGRE destroy elements on shutdown. */ void destroyOverlayElement(const String& instanceName, bool isTemplate = false); /** Destroys a OverlayElement. @remarks Make sure you're not still using this in an Overlay. If in doubt, let OGRE destroy elements on shutdown. */ void destroyOverlayElement(OverlayElement* pInstance, bool isTemplate = false); /** Destroys all the OverlayElement created so far. @remarks Best to leave this to the engine to call internally, there should rarely be a need to call it yourself. */ void destroyAllOverlayElements(bool isTemplate = false); /** Registers a new OverlayElementFactory with this manager. @remarks Should be used by plugins or other apps wishing to provide a new OverlayElement subclass. */ void addOverlayElementFactory(OverlayElementFactory* elemFactory); OverlayElement* createOverlayElementFromTemplate(const String& templateName, const String& typeName, const String& instanceName, bool isTemplate = false); /** * @remarks * Creates a new OverlayElement object from the specified template name. The new * object's name, and all of it's children, will be instanceName/orignalName. */ OverlayElement* cloneOverlayElementFromTemplate(const String& templateName, const String& instanceName); OverlayElement* createOverlayElementFromFactory(const String& typeName, const String& instanceName); typedef MapIterator
TemplateIterator; /** Returns an iterator over all templates in this manager.*/ TemplateIterator getTemplateIterator () { return TemplateIterator (mTemplates.begin (), mTemplates.end ()) ; } /* Returns whether the Element with the given name is a Template */ bool isTemplate (String strName) const { return (mTemplates.find (strName) != mTemplates.end()) ; } /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static OverlayManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static OverlayManager* getSingletonPtr(void); }; } #endif
OgreOverlayManager.h
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