PixelLightAPI
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00001 /*********************************************************\ 00002 * File: SceneNodeHandler.h * 00003 * 00004 * Copyright (C) 2002-2011 The PixelLight Team (http://www.pixellight.org/) 00005 * 00006 * This file is part of PixelLight. 00007 * 00008 * PixelLight is free software: you can redistribute it and/or modify 00009 * it under the terms of the GNU Lesser General Public License as published by 00010 * the Free Software Foundation, either version 3 of the License, or 00011 * (at your option) any later version. 00012 * 00013 * PixelLight is distributed in the hope that it will be useful, 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 * GNU Lesser General Public License for more details. 00017 * 00018 * You should have received a copy of the GNU Lesser General Public License 00019 * along with PixelLight. If not, see <http://www.gnu.org/licenses/>. 00020 \*********************************************************/ 00021 00022 00023 #ifndef __PLSCENE_SCENENODEHANDLER_H__ 00024 #define __PLSCENE_SCENENODEHANDLER_H__ 00025 #pragma once 00026 00027 00028 //[-------------------------------------------------------] 00029 //[ Includes ] 00030 //[-------------------------------------------------------] 00031 #include <PLCore/Container/ElementManager.h> 00032 #include <PLCore/Container/ElementHandler.h> 00033 #include "PLScene/Scene/SceneNode.h" 00034 00035 00036 //[-------------------------------------------------------] 00037 //[ Namespace ] 00038 //[-------------------------------------------------------] 00039 namespace PLScene { 00040 00041 00042 //[-------------------------------------------------------] 00043 //[ Classes ] 00044 //[-------------------------------------------------------] 00045 /** 00046 * @brief 00047 * Scene node handler 00048 * 00049 * @remarks 00050 * You should always use a scene node handler if you want to use a pointer to 00051 * scene node. The scene node handler will be informed if the scene node is deleted 00052 * and in this case you are able to avoid accessing a deleted scene node! :) 00053 */ 00054 class SceneNodeHandler : public PLCore::ElementHandler<SceneNode> { 00055 00056 00057 //[-------------------------------------------------------] 00058 //[ Public functions ] 00059 //[-------------------------------------------------------] 00060 public: 00061 /** 00062 * @brief 00063 * Constructor 00064 */ 00065 PLS_API SceneNodeHandler(); 00066 00067 /** 00068 * @brief 00069 * Destructor 00070 */ 00071 PLS_API virtual ~SceneNodeHandler(); 00072 00073 00074 }; 00075 00076 00077 //[-------------------------------------------------------] 00078 //[ Namespace ] 00079 //[-------------------------------------------------------] 00080 } // PLScene 00081 00082 00083 #endif // __PLSCENE_SCENENODEHANDLER_H__
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