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📄 oasisobjectresource.h

📁 使用stl技术,(还没看,是听说的)
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library 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

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisObjectResource.h

 * DESCRIPTION : The object resource

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



/// Avoid double inclusion

#ifndef __OBJECTRESOURCE_H__

#define __OBJECTRESOURCE_H__



/// Include the common headers

#include "oasisCommon.h"

/// Include the rest of the needed oasis stuff

#include "oasisResource.h"

#include "oasisIterators.h"

#include "oasisVector3.h"



namespace Oasis {

  /** The object resource

      @remarks

      This defines an object template from which application objects can be

      created

  */

  class _oasisExport objectResource : public resource {

  public:

    /// Constructor

    objectResource( const string &thisName );

    /// Deconstructor

    virtual ~objectResource( );



    /// Sound list used by objects

    typedef std::map< string, string > soundEventMap;

    /// Gets an iterator to the sound events for this template

    typedef mapIterator< soundEventMap > soundEventIterator;

   

    /// Set default absolute scale of object

    void setScale( real x, real y, real z );

    /// Set default absolute scale of object

    void setScale( const vector3 &newScale );

    /// Get default absolute scale of object

    const vector3 &getScale( void ) const;



    /// Set the default entity to use

    void setEntity( const string &newMesh );    

    /// Get the default entity to use

    const string &getEntity( void ) const;



    /// Add a sound event you want an object of this type to use

    void addSound( const string &name, const string &templateName );

    /// Remove all sound event defined in this template

    void removeAllSounds( void );  

    /// Remove a sound event from the template

    void removeSound( const string &name );



    /// Set the physics to use

    void setPhysics( const string &newPhysics );

    /// Get the physics this template uses

    const string &getPhysics( void ) const;

    /// Remove the physics from this template

    void removePhysics( void );



    /// Get an iterator to the sound events for this template

    soundEventIterator getSoundEventIterator( void );

    

  private:    

    /// Object scale

    vector3 absScale;

    /// Object's entity

    string entityName;

    /// Physics to use

    string physics;

  

    /// Sounds events used by the template. This should be a hash_map

    soundEventMap sounds;



    /// Loads the resource for this object. Does nothing at the moment

    void load( void ) {}

  };  

};



#endif

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