khanat-code-old/code/ryzom/client/src/ig_enum.h
2014-04-30 12:53:06 +02:00

81 lines
2.3 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_IG_ENUM_H
#define CL_IG_ENUM_H
#include "game_share/time_weather_season/time_and_season.h"
namespace NL3D
{
class UInstanceGroup;
}
/** This serves as a callback to enumerate ig in various places .
* (loaded igs of the landscape, igs of villages
*/
struct IIGEnum
{
/** Called by the enumerator for each ig of interest
* \return true if the enumeration must continue
*/
virtual bool enumIG(NL3D::UInstanceGroup *ig) = 0;
};
/** Tool fct : this enum all instanciated (added to the main scene) igs of the following categories :
* - Zone igs
* - ZC igs
* - continents igs (villages)
* \return false if the enumeration has been stopped
*/
bool enumAllIGs(IIGEnum *callaback);
/** A callback to know when an ig has been added.
* (such callbacks are managed bu UInstanceGroup, but it doesn't tells which ig has been instanciated
*/
struct IIGObserver
{
virtual void instanceGroupLoaded(NL3D::UInstanceGroup *ig) = 0;
virtual void instanceGroupAdded(NL3D::UInstanceGroup *ig) = 0;
virtual void instanceGroupRemoved(NL3D::UInstanceGroup *ig) = 0;
};
/** An helper class to register 'IIGAdded' observers
*/
class CIGNotifier
{
public:
void registerObserver(IIGObserver *obs);
void removeObserver(IIGObserver *obs);
bool isObserver(IIGObserver *obs) const;
//
void notifyIGLoaded(NL3D::UInstanceGroup *ig);
void notifyIGAdded(NL3D::UInstanceGroup *ig);
void notifyIGRemoved(NL3D::UInstanceGroup *ig);
///////////////////
private:
typedef std::vector<IIGObserver *> TObservers;
TObservers _Observers;
};
#endif