shadowManager.h 2.4 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SHADOWMANAGER_H_
  23. #define _SHADOWMANAGER_H_
  24. #ifndef _TSIGNAL_H_
  25. #include "core/util/tSignal.h"
  26. #endif
  27. #ifndef _TORQUE_STRING_H_
  28. #include "core/util/str.h"
  29. #endif
  30. class SceneManager;
  31. class ShadowManager
  32. {
  33. public:
  34. ShadowManager() : mSceneManager(NULL) {}
  35. virtual ~ShadowManager() { }
  36. // Called when the shadow manager should become active
  37. virtual void activate();
  38. // Called when we don't want the shadow manager active (should clean up)
  39. virtual void deactivate() { }
  40. // Return an "id" that other systems can use to load different versions of assets (custom shaders, etc.)
  41. // Should be short and contain no spaces and safe for filename use.
  42. //virtual const char* getId() const = 0;
  43. // SceneManager manager
  44. virtual SceneManager* getSceneManager();
  45. // Called to find out if it is valid to activate this shadow system. If not, we should print out
  46. // a console warning explaining why.
  47. virtual bool canActivate();
  48. // SimWorldManager
  49. static const String ManagerTypeName;
  50. const String & getManagerTypeName() const { return ManagerTypeName; }
  51. private:
  52. SceneManager* mSceneManager;
  53. };
  54. #endif // _SHADOWMANAGER_H_