/usr/include/OGRE/OgreRenderSystemCapabilitiesManager.h is in libogre-1.8-dev 1.8.0+dfsg1-7+b1.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __RENDERSYSTEMCAPABILITIESMANAGER_H__
#define __RENDERSYSTEMCAPABILITIESMANAGER_H__
#include "OgrePrerequisites.h"
#include "OgreSingleton.h"
#include "OgreStringVector.h"
#include "OgreRenderSystemCapabilities.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup RenderSystem
* @{
*/
/** Class for managing RenderSystemCapabilities database for Ogre.
@remarks This class behaves similarly to other ResourceManager, although .rendercaps are not resources.
It contains and abstract a .rendercaps Serializer
*/
class _OgreExport RenderSystemCapabilitiesManager : public Singleton<RenderSystemCapabilitiesManager>, public RenderSysAlloc
{
public:
/** Default constructor.
*/
RenderSystemCapabilitiesManager();
/** Default destructor.
*/
virtual ~RenderSystemCapabilitiesManager();
/** @see ScriptLoader::parseScript
*/
void parseCapabilitiesFromArchive(const String& filename, const String& archiveType, bool recursive = true);
/** Returns a capability loaded with RenderSystemCapabilitiesManager::parseCapabilitiesFromArchive method
* @return NULL if the name is invalid, a parsed RenderSystemCapabilities otherwise.
*/
RenderSystemCapabilities* loadParsedCapabilities(const String& name);
/** Access to the internal map of loaded capabilities */
const map<String, RenderSystemCapabilities*>::type &getCapabilities() const;
/** Method used by RenderSystemCapabilitiesSerializer::parseScript */
void _addRenderSystemCapabilities(const String& name, RenderSystemCapabilities* caps);
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static RenderSystemCapabilitiesManager& getSingleton(void);
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static RenderSystemCapabilitiesManager* getSingletonPtr(void);
protected:
RenderSystemCapabilitiesSerializer* mSerializer;
typedef map<String, RenderSystemCapabilities*>::type CapabilitiesMap;
CapabilitiesMap mCapabilitiesMap;
const String mScriptPattern;
};
/** @} */
/** @} */
}
#endif
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