//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SHADOWMANAGER_H_ #define _SHADOWMANAGER_H_ #ifndef _TSIGNAL_H_ #include "core/util/tSignal.h" #endif #ifndef _TORQUE_STRING_H_ #include "core/util/str.h" #endif class SceneManager; class ShadowManager { public: ShadowManager() : mSceneManager(NULL) {} virtual ~ShadowManager() { } // Called when the shadow manager should become active virtual void activate(); // Called when we don't want the shadow manager active (should clean up) virtual void deactivate() { } // Return an "id" that other systems can use to load different versions of assets (custom shaders, etc.) // Should be short and contain no spaces and safe for filename use. //virtual const char* getId() const = 0; // SceneManager manager virtual SceneManager* getSceneManager(); // Called to find out if it is valid to activate this shadow system. If not, we should print out // a console warning explaining why. virtual bool canActivate(); // SimWorldManager static const String ManagerTypeName; const String & getManagerTypeName() const { return ManagerTypeName; } private: SceneManager* mSceneManager; }; #endif // _SHADOWMANAGER_H_