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- //-----------------------------------------------------------------------------
- // 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_
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