#ifndef INCLUDED_OBJECTMANAGER #define INCLUDED_OBJECTMANAGER #include <vector> #include <map> #include <set> #include "ps/CStr.h" class CEntityTemplate; class CMatrix3D; class CMeshManager; class CObjectBase; class CObjectEntry; class CSkeletonAnimManager; /////////////////////////////////////////////////////////////////////////////////////////// // CObjectManager: manager class for all possible actor types class CObjectManager : boost::noncopyable { public: struct ObjectKey { ObjectKey(const CStr& name, const std::vector<u8>& var) : ActorName(name), ActorVariation(var) {} CStr ActorName; std::vector<u8> ActorVariation; }; public: // constructor, destructor CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager); ~CObjectManager(); // Provide access to the manager classes for meshes and animations - they're // needed when objects are being created and so this seems like a convenient // place to centralise access. CMeshManager& GetMeshManager() const { return m_MeshManager; } CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; } void UnloadObjects(); CObjectEntry* FindObject(const char* objname); void DeleteObject(CObjectEntry* entry); CObjectBase* FindObjectBase(const char* objname); CObjectEntry* FindObjectVariation(const char* objname, const std::vector<std::set<CStr> >& selections); CObjectEntry* FindObjectVariation(CObjectBase* base, const std::vector<std::set<CStr> >& selections); // Get all names, quite slowly. (Intended only for Atlas.) static void GetAllObjectNames(std::vector<CStr>& names); static void GetPropObjectNames(std::vector<CStr>& names); private: CMeshManager& m_MeshManager; CSkeletonAnimManager& m_SkeletonAnimManager; std::map<ObjectKey, CObjectEntry*> m_Objects; std::map<CStr, CObjectBase*> m_ObjectBases; }; // Global comparison operator bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b); #endif