/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifndef __SG_IOBJECT #define __SG_IOBJECT #include class SG_Controller; class SG_IObject; typedef std::vector SGControllerList; typedef void* (*SG_ReplicationNewCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); typedef void* (*SG_DestructionNewCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); /** * SG_Callbacks hold 2 call backs to the outside world. * The first is meant to be called when objects are replicated. * And allows the outside world to syncronise external objects * with replicated nodes and their children. * The second is called when a node is detroyed and again * is their for synconisation purposes * These callbacks may both be NULL. * The efficacy of this approach has not been proved some * alternatives might be to perform all replication and destruction * externally. * To define a class interface rather than a simple function * call back so that replication information can be transmitted from * parent->child. */ struct SG_Callbacks { SG_Callbacks( ): m_replicafunc(NULL), m_destructionfunc(NULL) { }; SG_Callbacks( SG_ReplicationNewCallback repfunc, SG_DestructionNewCallback destructfunc ): m_replicafunc(repfunc), m_destructionfunc(destructfunc) { }; SG_ReplicationNewCallback m_replicafunc; SG_DestructionNewCallback m_destructionfunc; }; /** base object that can be part of the scenegraph. */ class SG_IObject { private : void* m_SGclientObject; void* m_SGclientInfo; SG_Callbacks m_callbacks; SGControllerList m_SGcontrollers; public: virtual ~SG_IObject(); /** * Add a pointer to a controller allocated on the heap, to * this node. This memory for this controller becomes the * responsibility of this class. It will be deleted when * this object is deleted. */ void AddSGController( SG_Controller* cont ); /** * Clear the array of pointers to controllers associated with * this node. This does not delete the controllers themselves! * This should be used very carefully to avoid memory * leaks. */ void RemoveAllControllers( ); /// Needed for replication /** * Return a reference to this node's controller list. * Whilst we don't wish to expose full control of the container * to the user we do allow them to call non_const methods * on pointers in the container. C++ topic: how to do this in * using STL? */ SGControllerList& GetSGControllerList( ); /** * Get the client object associated with this * node. This interface allows you to associate * arbitray external objects with this node. They are * passed to the callback functions when they are * activated so you can syncronise these external objects * upon replication and destruction * This may be NULL. */ void* GetSGClientObject( ); const void* GetSGClientObject( ) const ; /** * Set the client object for this node. This is just a * pointer to an object allocated that should exist for * the duration of the lifetime of this object, or untill * this function is called again. */ void SetSGClientObject( void* clientObject ); /** * Set the current simulation time for this node. * The implementation of this function runs through * the nodes list of controllers and calls their SetSimulatedTime methods */ void SetControllerTime( double time ); virtual void Destruct( ) = 0; protected : void ActivateReplicationCallback( SG_IObject *replica ); void ActivateDestructionCallback( ); SG_IObject( void* clientobj, void* clientinfo, SG_Callbacks callbacks ); SG_IObject( const SG_IObject &other ); }; #endif //__SG_IOBJECT