2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_IG_ENUM_H
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#define CL_IG_ENUM_H
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#include "game_share/time_weather_season/time_and_season.h"
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namespace NL3D
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{
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class UInstanceGroup;
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}
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/** This serves as a callback to enumerate ig in various places .
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* (loaded igs of the landscape, igs of villages
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*/
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struct IIGEnum
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{
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/** Called by the enumerator for each ig of interest
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* \return true if the enumeration must continue
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*/
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virtual bool enumIG(NL3D::UInstanceGroup *ig) = 0;
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};
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/** Tool fct : this enum all instanciated (added to the main scene) igs of the following categories :
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* - Zone igs
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* - ZC igs
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* - continents igs (villages)
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* \return false if the enumeration has been stopped
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*/
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bool enumAllIGs(IIGEnum *callaback);
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/** A callback to know when an ig has been added.
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* (such callbacks are managed bu UInstanceGroup, but it doesn't tells which ig has been instanciated
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*/
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struct IIGObserver
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{
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virtual void instanceGroupLoaded(NL3D::UInstanceGroup *ig) = 0;
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virtual void instanceGroupAdded(NL3D::UInstanceGroup *ig) = 0;
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virtual void instanceGroupRemoved(NL3D::UInstanceGroup *ig) = 0;
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};
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/** An helper class to register 'IIGAdded' observers
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*/
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class CIGNotifier
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{
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public:
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void registerObserver(IIGObserver *obs);
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void removeObserver(IIGObserver *obs);
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bool isObserver(IIGObserver *obs) const;
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//
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void notifyIGLoaded(NL3D::UInstanceGroup *ig);
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void notifyIGAdded(NL3D::UInstanceGroup *ig);
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void notifyIGRemoved(NL3D::UInstanceGroup *ig);
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///////////////////
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private:
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typedef std::vector<IIGObserver *> TObservers;
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TObservers _Observers;
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};
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#endif
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