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Mezzanine
src
world.h
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// © Copyright 2010 - 2014 BlackTopp Studios Inc.
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/* This file is part of The Mezzanine Engine.
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The Mezzanine Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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The Mezzanine Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* The original authors have included a copy of the license specified above in the
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'Docs' folder. See 'gpl.txt'
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*/
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/* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
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Build professional software and charge for their product.
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However there are some practical restrictions, so if your project involves
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any of the following you should contact us and we will try to work something
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out:
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- DRM or Copy Protection of any kind(except Copyrights)
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- Software Patents You Do Not Wish to Freely License
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- Any Kind of Linking to Non-GPL licensed Works
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- Are Currently In Violation of Another Copyright Holder's GPL License
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- If You want to change our code and not add a few hundred MB of stuff to
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your distribution
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These and other limitations could cause serious legal problems if you ignore
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them, so it is best to simply contact us or the Free Software Foundation, if
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you have any questions.
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Joseph Toppi - toppij@gmail.com
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John Blackwood - makoenergy02@gmail.com
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*/
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#ifndef _world_h
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#define _world_h
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#include "worldmanager.h"
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namespace
Mezzanine
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{
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class
ActorManager;
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class
AreaEffectManager;
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class
CameraManager;
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class
TerrainManager;
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namespace
Audio
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{
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class
SoundScapeManager;
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}
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namespace
Graphics
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{
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class
SceneManager;
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}
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namespace
Physics
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{
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class
PhysicsManager;
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class
ManagerConstructionInfo;
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}
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///////////////////////////////////////////////////////////////////////////////
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/// @class World
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/// @headerfile world.h
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/// @brief This class represents a world for objects to interact within.
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/// @details Objects can be inserted and removed from worlds in order to simulate them. Multiple worlds can
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/// exist but objects can only belong to one world at a time.
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///////////////////////////////////////
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class
MEZZ_LIB
World
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{
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public
:
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/// @brief Basic container type for @ref WorldManager storage by this class.
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typedef
std::vector< WorldManager* >
WorldManagerContainer
;
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/// @brief Iterator type for @ref WorldManager instances stored by this class.
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typedef
WorldManagerContainer::iterator
WorldManagerIterator
;
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/// @brief Const Iterator type for @ref WorldManager instances stored by this class.
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typedef
WorldManagerContainer::const_iterator
ConstWorldManagerContainer
;
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protected
:
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/// @internal
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/// @brief A container storing all the managers belonging to this world.
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WorldManagerContainer
WorldManagers
;
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public
:
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/// @brief Class constructor.
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World
();
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/// @brief Pre-made manager constructor.
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/// @param Managers A container of pre-made managers to be used by this world.
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World
(
const
WorldManagerContainer
& Managers);
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/// @brief Descriptive constructor.
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/// @param PhysicsInfo A ManagerConstructionInfo struct with data on how to configure the physics for this world.
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/// @param SceneType A string containing the name of the underlying scene type for this world.
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World
(
const
Physics::ManagerConstructionInfo
& PhysicsInfo,
const
String
& SceneType);
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/// @brief Descriptive pre-made manager constructor.
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/// @param Managers A container of pre-made managers to be used by this world.
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/// @param PhysicsInfo A ManagerConstructionInfo struct with data on how to configure the physics for this world.
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/// @param SceneType A string containing the name of the underlying scene type for this world.
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World
(
const
WorldManagerContainer
& Managers,
const
Physics::ManagerConstructionInfo
& PhysicsInfo,
const
String
& SceneType);
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/// @brief XML constructor.
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/// @param SelfNode The node that represents the data to populate this world with.
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World
(
const
XML::Node
& SelfNode);
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/// @brief class destructor.
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virtual
~
World
();
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///////////////////////////////////////////////////////////////////////////////
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// Initialization
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/// @brief Initializes all managers in this world and performs all the necessary hooks to enable this world.
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void
Initialize();
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/// @brief Deinitializes all managers in this world and unhooks all of it's systems, disabling this world.
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void
Deinitialize();
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///////////////////////////////////////////////////////////////////////////////
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// Upper Management
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/// @brief This adds a manager, in the correct order, to the list that the world calls on.
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/// @param ManagerToAdd The pointer to the manager to be added.
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/// @return Returns true if the manager was successfully added, false if the manager or it's type was non-unique.
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Boolean AddManager(
WorldManager
* ManagerToAdd);
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/// @brief This is will find the manager of a given type.
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/// @param ManagerToGet The ManagerBase::ManagerTypeName of the manager to get.
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/// @return This returns a pointer to a WorldManager, or a NULL pointer if no matching manager exists.
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WorldManager
* GetManager(
const
ManagerBase::ManagerType
ManagerToGet);
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/// @brief This removes a manager by finding the matching pointer.
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/// @param ToBeRemoved A pointer to the manager to be removed.
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void
RemoveManager(
WorldManager
* ToBeRemoved);
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/// @brief This removes a manager of a specific type from the list
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/// @param ToBeRemoved The ManagerBase::ManagerTypeName of the manager to remove.
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void
RemoveManager(
const
ManagerBase::ManagerType
ToBeRemoved);
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/// @brief This gets the ActorManager from the manager list.
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/// @return This returns a pointer to a ActorManager, or a NULL pointer if no matching manager exists.
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ActorManager
* GetActorManager();
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/// @brief This gets the AreaEffectManager from the manager list.
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/// @return This returns a pointer to a AreaEffectManager, or a NULL pointer if no matching manager exists.
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AreaEffectManager
* GetAreaEffectManager();
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/// @brief This gets the CameraManager from the manager list.
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/// @return This returns a pointer to a CameraManager, or a NULL pointer if no matching manager exists.
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CameraManager* GetCameraManager();
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/// @brief This gets the PhysicsManager from the manager list.
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/// @return This returns a pointer to a PhysicsManager, or a NULL pointer if no matching manager exists.
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Physics::PhysicsManager
* GetPhysicsManager();
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/// @brief This gets the SceneManager from the manager list.
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/// @return This returns a pointer to a SceneManager, or a NULL pointer if no matching manager exists.
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Graphics::SceneManager
* GetSceneManager();
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/// @brief This gets the SoundScapeManager from the manager list.
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/// @return This returns a pointer to a SoundScapeManager, or a NULL pointer if no matching manager exists.
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Audio::SoundScapeManager
* GetSoundScapeManager();
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/// @brief This gets the TerrainManager from the manager list.
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/// @return This returns a pointer to a TerrainManager, or a NULL pointer if no matching manager exists.
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TerrainManager
* GetTerrainManager();
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};
//World
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}
//Mezzanine
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#endif
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