SceneResolver.h 2.0 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "HashMap.h"
  25. #include "Ptr.h"
  26. namespace Urho3D
  27. {
  28. class Component;
  29. class Node;
  30. /// Utility class that resolves node & component IDs after a scene or partial scene load.
  31. class SceneResolver
  32. {
  33. public:
  34. /// Construct.
  35. SceneResolver();
  36. /// Destruct.
  37. ~SceneResolver();
  38. /// Reset. Clear all remembered nodes and components.
  39. void Reset();
  40. /// Remember a created node.
  41. void AddNode(unsigned oldID, Node* node);
  42. /// Remember a created component.
  43. void AddComponent(unsigned oldID, Component* component);
  44. /// Resolve component and node ID attributes and reset.
  45. void Resolve();
  46. private:
  47. /// Nodes.
  48. HashMap<unsigned, WeakPtr<Node> > nodes_;
  49. /// Components.
  50. HashMap<unsigned, WeakPtr<Component> > components_;
  51. };
  52. }