PixelLightAPI
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00001 /*********************************************************\ 00002 * File: SHList.h * 00003 * 00004 * Copyright (C) 2002-2012 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_SCENEHIERARCHY_LIST_H__ 00024 #define __PLSCENE_SCENEHIERARCHY_LIST_H__ 00025 #pragma once 00026 00027 00028 //[-------------------------------------------------------] 00029 //[ Includes ] 00030 //[-------------------------------------------------------] 00031 #include "PLScene/Scene/SceneHierarchy.h" 00032 #include "PLScene/Scene/SceneHierarchyNode.h" 00033 00034 00035 //[-------------------------------------------------------] 00036 //[ Namespace ] 00037 //[-------------------------------------------------------] 00038 namespace PLScene { 00039 00040 00041 //[-------------------------------------------------------] 00042 //[ Classes ] 00043 //[-------------------------------------------------------] 00044 /** 00045 * @brief 00046 * Scene hierarchy which is in fact a simple list (a special case of a tree :) 00047 * 00048 * @note 00049 * - Try to avoid using this hierarchy type for larger scenes because it's quite inefficient! 00050 * - Internally this 'hierarchy' will use the scene container nodes directly 00051 * (therefore no extra reference to the scene nodes required :) 00052 */ 00053 class SHList : public SceneHierarchy { 00054 00055 00056 //[-------------------------------------------------------] 00057 //[ RTTI interface ] 00058 //[-------------------------------------------------------] 00059 pl_class(PLS_RTTI_EXPORT, SHList, "PLScene", PLScene::SceneHierarchy, "Scene hierarchy which is in fact a simple list (a special case of a tree :)") 00060 // Constructors 00061 pl_constructor_0(DefaultConstructor, "Default constructor", "") 00062 pl_class_end 00063 00064 00065 //[-------------------------------------------------------] 00066 //[ Public functions ] 00067 //[-------------------------------------------------------] 00068 public: 00069 /** 00070 * @brief 00071 * Default constructor 00072 */ 00073 PLS_API SHList(); 00074 00075 00076 //[-------------------------------------------------------] 00077 //[ Private virtual SceneHierarchy functions ] 00078 //[-------------------------------------------------------] 00079 private: 00080 virtual SceneHierarchyNode &CreateNode() override; 00081 00082 00083 }; 00084 00085 /** 00086 * @brief 00087 * List scene hierarchy node class 00088 */ 00089 class SHListNode : public SceneHierarchyNode { 00090 00091 00092 //[-------------------------------------------------------] 00093 //[ Friends ] 00094 //[-------------------------------------------------------] 00095 friend class SHList; 00096 00097 00098 //[-------------------------------------------------------] 00099 //[ Public virtual SceneHierarchyNode functions ] 00100 //[-------------------------------------------------------] 00101 public: 00102 PLS_API virtual void Touch(bool bRecursive = false) override; 00103 PLS_API virtual PLCore::uint32 GetNumOfNodes() const override; 00104 PLS_API virtual SceneHierarchyNode *GetNode(PLCore::uint32 nIndex) const override; 00105 00106 00107 //[-------------------------------------------------------] 00108 //[ Private functions ] 00109 //[-------------------------------------------------------] 00110 private: 00111 /** 00112 * @brief 00113 * Constructor 00114 * 00115 * @param[in] cHierarchy 00116 * The owner hierarchy 00117 */ 00118 SHListNode(SceneHierarchy &cHierarchy); 00119 00120 /** 00121 * @brief 00122 * Destructor 00123 */ 00124 virtual ~SHListNode(); 00125 00126 00127 }; 00128 00129 00130 //[-------------------------------------------------------] 00131 //[ Namespace ] 00132 //[-------------------------------------------------------] 00133 } // PLScene 00134 00135 00136 #endif // __PLSCENE_SCENEHIERARCHY_LIST_H__
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