SceneResolver.h 2.0 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Container/HashMap.h"
  24. #include "../Container/Ptr.h"
  25. namespace Atomic
  26. {
  27. class Component;
  28. class Node;
  29. /// Utility class that resolves node & component IDs after a scene or partial scene load.
  30. class ATOMIC_API SceneResolver
  31. {
  32. public:
  33. /// Construct.
  34. SceneResolver();
  35. /// Destruct.
  36. ~SceneResolver();
  37. /// Reset. Clear all remembered nodes and components.
  38. void Reset();
  39. /// Remember a created node.
  40. void AddNode(unsigned oldID, Node* node);
  41. /// Remember a created component.
  42. void AddComponent(unsigned oldID, Component* component);
  43. /// Resolve component and node ID attributes and reset.
  44. void Resolve();
  45. private:
  46. /// Nodes.
  47. HashMap<unsigned, WeakPtr<Node> > nodes_;
  48. /// Components.
  49. HashMap<unsigned, WeakPtr<Component> > components_;
  50. };
  51. }