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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 __ROOT__
#define __ROOT__
// Precompiler options
#include "OgrePrerequisites.h"
#include "OgreSingleton.h"
#include "OgreString.h"
#include "OgreSceneManagerEnumerator.h"
#include "OgreResourceGroupManager.h"
#include "OgreLodStrategyManager.h"
#include "OgreWorkQueue.h"
#include <exception>
namespace Ogre
{
/** \addtogroup Core
* @{
*/
/** \addtogroup General
* @{
*/
typedef vector<RenderSystem*>::type RenderSystemList;
/** The root class of the Ogre system.
@remarks
The Ogre::Root class represents a starting point for the client
application. From here, the application can gain access to the
fundamentals of the system, namely the rendering systems
available, management of saved configurations, logging, and
access to other classes in the system. Acts as a hub from which
all other objects may be reached. An instance of Root must be
created before any other Ogre operations are called. Once an
instance has been created, the same instance is accessible
throughout the life of that object by using Root::getSingleton
(as a reference) or Root::getSingletonPtr (as a pointer).
*/
class _OgreExport Root : public Singleton<Root>, public RootAlloc
{
// To allow update of active renderer if
// RenderSystem::initialise is used directly
friend class RenderSystem;
protected:
RenderSystemList mRenderers;
RenderSystem* mActiveRenderer;
String mVersion;
String mConfigFileName;
bool mQueuedEnd;
// In case multiple render windows are created, only once are the resources loaded.
bool mFirstTimePostWindowInit;
// Singletons
LogManager* mLogManager;
ControllerManager* mControllerManager;
SceneManagerEnumerator* mSceneManagerEnum;
typedef deque<SceneManager*>::type SceneManagerStack;
SceneManagerStack mSceneManagerStack;
DynLibManager* mDynLibManager;
ArchiveManager* mArchiveManager;
MaterialManager* mMaterialManager;
MeshManager* mMeshManager;
ParticleSystemManager* mParticleManager;
SkeletonManager* mSkeletonManager;
OverlayElementFactory* mPanelFactory;
OverlayElementFactory* mBorderPanelFactory;
OverlayElementFactory* mTextAreaFactory;
OverlayManager* mOverlayManager;
FontManager* mFontManager;
ArchiveFactory *mZipArchiveFactory;
ArchiveFactory *mEmbeddedZipArchiveFactory;
ArchiveFactory *mFileSystemArchiveFactory;
ResourceGroupManager* mResourceGroupManager;
ResourceBackgroundQueue* mResourceBackgroundQueue;
ShadowTextureManager* mShadowTextureManager;
RenderSystemCapabilitiesManager* mRenderSystemCapabilitiesManager;
ScriptCompilerManager *mCompilerManager;
LodStrategyManager *mLodStrategyManager;
Timer* mTimer;
RenderWindow* mAutoWindow;
Profiler* mProfiler;
HighLevelGpuProgramManager* mHighLevelGpuProgramManager;
ExternalTextureSourceManager* mExternalTextureSourceManager;
CompositorManager* mCompositorManager;
unsigned long mNextFrame;
Real mFrameSmoothingTime;
bool mRemoveQueueStructuresOnClear;
Real mDefaultMinPixelSize;
public:
typedef vector<DynLib*>::type PluginLibList;
typedef vector<Plugin*>::type PluginInstanceList;
protected:
/// List of plugin DLLs loaded
PluginLibList mPluginLibs;
/// List of Plugin instances registered
PluginInstanceList mPlugins;
typedef map<String, MovableObjectFactory*>::type MovableObjectFactoryMap;
MovableObjectFactoryMap mMovableObjectFactoryMap;
uint32 mNextMovableObjectTypeFlag;
// stock movable factories
MovableObjectFactory* mEntityFactory;
MovableObjectFactory* mLightFactory;
MovableObjectFactory* mBillboardSetFactory;
MovableObjectFactory* mManualObjectFactory;
MovableObjectFactory* mBillboardChainFactory;
MovableObjectFactory* mRibbonTrailFactory;
typedef map<String, RenderQueueInvocationSequence*>::type RenderQueueInvocationSequenceMap;
RenderQueueInvocationSequenceMap mRQSequenceMap;
/// Are we initialised yet?
bool mIsInitialised;
WorkQueue* mWorkQueue;
///Tells whether blend indices information needs to be passed to the GPU
bool mIsBlendIndicesGpuRedundant;
///Tells whether blend weights information needs to be passed to the GPU
bool mIsBlendWeightsGpuRedundant;
/** Method reads a plugins configuration file and instantiates all
plugins.
@param
pluginsfile The file that contains plugins information.
Defaults to "plugins.cfg".
*/
void loadPlugins( const String& pluginsfile = "plugins.cfg" );
/** Initialise all loaded plugins - allows plugins to perform actions
once the renderer is initialised.
*/
void initialisePlugins();
/** Shuts down all loaded plugins - allows things to be tidied up whilst
all plugins are still loaded.
*/
void shutdownPlugins();
/** Unloads all loaded plugins.
*/
void unloadPlugins();
// Internal method for one-time tasks after first window creation
void oneTimePostWindowInit(void);
/** Set of registered frame listeners */
set<FrameListener*>::type mFrameListeners;
/** Set of frame listeners marked for removal*/
set<FrameListener*>::type mRemovedFrameListeners;
/** Indicates the type of event to be considered by calculateEventTime(). */
enum FrameEventTimeType {
FETT_ANY = 0,
FETT_STARTED = 1,
FETT_QUEUED = 2,
FETT_ENDED = 3,
FETT_COUNT = 4
};
/// Contains the times of recently fired events
typedef deque<unsigned long>::type EventTimesQueue;
EventTimesQueue mEventTimes[FETT_COUNT];
/** Internal method for calculating the average time between recently fired events.
@param now The current time in ms.
@param type The type of event to be considered.
*/
Real calculateEventTime(unsigned long now, FrameEventTimeType type);
/** Update a set of event times (note, progressive, only call once for each type per frame) */
void populateFrameEvent(FrameEventTimeType type, FrameEvent& evtToUpdate);
public:
/** Constructor
@param pluginFileName The file that contains plugins information.
Defaults to "plugins.cfg", may be left blank to ignore.
@param configFileName The file that contains the configuration to be loaded.
Defaults to "ogre.cfg", may be left blank to load nothing.
@param logFileName The logfile to create, defaults to Ogre.log, may be
left blank if you've already set up LogManager & Log yourself
*/
Root(const String& pluginFileName = "plugins.cfg",
const String& configFileName = "ogre.cfg",
const String& logFileName = "Ogre.log");
~Root();
/** Saves the details of the current configuration
@remarks
Stores details of the current configuration so it may be
restored later on.
*/
void saveConfig(void);
/** Checks for saved video/sound/etc settings
@remarks
This method checks to see if there is a valid saved configuration
from a previous run. If there is, the state of the system will
be restored to that configuration.
@return
If a valid configuration was found, <b>true</b> is returned.
@par
If there is no saved configuration, or if the system failed
with the last config settings, <b>false</b> is returned.
*/
bool restoreConfig(void);
/** Displays a dialog asking the user to choose system settings.
@remarks
This method displays the default dialog allowing the user to
choose the rendering system, video mode etc. If there is are
any settings saved already, they will be restored automatically
before displaying the dialogue. When the user accepts a group of
settings, this will automatically call Root::setRenderSystem,
RenderSystem::setConfigOption and Root::saveConfig with the
user's choices. This is the easiest way to get the system
configured.
@return
If the user clicked 'Ok', <b>true</b> is returned.
@par
If they clicked 'Cancel' (in which case the app should
strongly consider terminating), <b>false</b> is returned.
*/
bool showConfigDialog(void);
/** Adds a new rendering subsystem to the list of available renderers.
@remarks
Intended for use by advanced users and plugin writers only!
Calling this method with a pointer to a valid RenderSystem
(subclass) adds a rendering API implementation to the list of
available ones. Typical examples would be an OpenGL
implementation and a Direct3D implementation.
@note
<br>This should usually be called from the dllStartPlugin()
function of an extension plug-in.
*/
void addRenderSystem(RenderSystem* newRend);
/** Retrieve a list of the available render systems.
@remarks
Retrieves a pointer to the list of available renderers as a
list of RenderSystem subclasses. Can be used to build a
custom settings dialog.
*/
const RenderSystemList& getAvailableRenderers(void);
/** Retrieve a pointer to the render system by the given name
@param
name Name of the render system intend to retrieve.
@return
A pointer to the render system, <b>NULL</b> if no found.
*/
RenderSystem* getRenderSystemByName(const String& name);
/** Sets the rendering subsystem to be used.
@remarks
This method indicates to OGRE which rendering system is to be
used (e.g. Direct3D, OpenGL etc). This is called
automatically by the default config dialog, and when settings
are restored from a previous configuraion. If used manually
it could be used to set the renderer from a custom settings
dialog. Once this has been done, the renderer can be
initialised using Root::initialise.
@par
This method is also called by render systems if they are
initialised directly.
@param
system Pointer to the render system to use.
@see
RenderSystem
*/
void setRenderSystem(RenderSystem* system);
/** Retrieve a pointer to the currently selected render system.
*/
RenderSystem* getRenderSystem(void);
/** Initialises the renderer.
@remarks
This method can only be called after a renderer has been
selected with Root::setRenderSystem, and it will initialise
the selected rendering system ready for use.
@param
autoCreateWindow If true, a rendering window will
automatically be created (saving a call to
Root::createRenderWindow). The window will be
created based on the options currently set on the render
system.
@return
A pointer to the automatically created window, if
requested, otherwise <b>NULL</b>.
*/
RenderWindow* initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window",
const String& customCapabilitiesConfig = StringUtil::BLANK);
/** Returns whether the system is initialised or not. */
bool isInitialised(void) const { return mIsInitialised; }
/** Requests active RenderSystem to use custom RenderSystemCapabilities
@remarks
This is useful for testing how the RenderSystem would behave on a machine with
less advanced GPUs. This method MUST be called before creating the first RenderWindow
*/
void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities);
/** Get whether the entire render queue structure should be emptied on clearing,
or whether just the objects themselves should be cleared.
*/
bool getRemoveRenderQueueStructuresOnClear() const { return mRemoveQueueStructuresOnClear; }
/** Set whether the entire render queue structure should be emptied on clearing,
or whether just the objects themselves should be cleared.
*/
void setRemoveRenderQueueStructuresOnClear(bool r) { mRemoveQueueStructuresOnClear = r; }
/** Register a new SceneManagerFactory, a factory object for creating instances
of specific SceneManagers.
@remarks
Plugins should call this to register as new SceneManager providers.
*/
void addSceneManagerFactory(SceneManagerFactory* fact);
/** Unregister a SceneManagerFactory.
*/
void removeSceneManagerFactory(SceneManagerFactory* fact);
/** Get more information about a given type of SceneManager.
@remarks
The metadata returned tells you a few things about a given type
of SceneManager, which can be created using a factory that has been
registered already.
@param typeName The type name of the SceneManager you want to enquire on.
If you don't know the typeName already, you can iterate over the
metadata for all types using getMetaDataIterator.
*/
const SceneManagerMetaData* getSceneManagerMetaData(const String& typeName) const;
/** Iterate over all types of SceneManager available for construction,
providing some information about each one.
*/
SceneManagerEnumerator::MetaDataIterator getSceneManagerMetaDataIterator(void) const;
/** Create a SceneManager instance of a given type.
@remarks
You can use this method to create a SceneManager instance of a
given specific type. You may know this type already, or you may
have discovered it by looking at the results from getMetaDataIterator.
@note
This method throws an exception if the named type is not found.
@param typeName String identifying a unique SceneManager type
@param instanceName Optional name to given the new instance that is
created. If you leave this blank, an auto name will be assigned.
*/
SceneManager* createSceneManager(const String& typeName,
const String& instanceName = StringUtil::BLANK);
/** Create a SceneManager instance based on scene type support.
@remarks
Creates an instance of a SceneManager which supports the scene types
identified in the parameter. If more than one type of SceneManager
has been registered as handling that combination of scene types,
in instance of the last one registered is returned.
@note This method always succeeds, if a specific scene manager is not
found, the default implementation is always returned.
@param typeMask A mask containing one or more SceneType flags
@param instanceName Optional name to given the new instance that is
created. If you leave this blank, an auto name will be assigned.
*/
SceneManager* createSceneManager(SceneTypeMask typeMask,
const String& instanceName = StringUtil::BLANK);
/** Destroy an instance of a SceneManager. */
void destroySceneManager(SceneManager* sm);
/** Get an existing SceneManager instance that has already been created,
identified by the instance name.
@param instanceName The name of the instance to retrieve.
*/
SceneManager* getSceneManager(const String& instanceName) const;
/** Determines if a given SceneManager already exists
@param instanceName The name of the instance to retrieve.
*/
bool hasSceneManager(const String& instanceName) const;
/** Get an iterator over all the existing SceneManager instances. */
SceneManagerEnumerator::SceneManagerIterator getSceneManagerIterator(void);
/** Retrieves a reference to the current TextureManager.
@remarks
This performs the same function as
TextureManager::getSingleton, but is provided for convenience
particularly to scripting engines.
@par
Note that a TextureManager will NOT be available until the
Ogre system has been initialised by selecting a RenderSystem,
calling Root::initialise and a window having been created
(this may have been done by initialise if required). This is
because the exact runtime subclass which will be implementing
the calls will differ depending on the rendering engine
selected, and these typically require a window upon which to
base texture format decisions.
*/
TextureManager* getTextureManager(void);
/** Retrieves a reference to the current MeshManager.
@remarks
This performs the same function as MeshManager::getSingleton
and is provided for convenience to scripting engines.
*/
MeshManager* getMeshManager(void);
/** Utility function for getting a better description of an error
code.
*/
String getErrorDescription(long errorNumber);
/** Registers a FrameListener which will be called back every frame.
@remarks
A FrameListener is a class which implements methods which
will be called every frame.
@par
See the FrameListener class for more details on the specifics
It is imperitive that the instance passed to this method is
not destroyed before either the rendering loop ends, or the
class is removed from the listening list using
removeFrameListener.
@note
<br>This method can only be called after Root::initialise has
been called.
@see
FrameListener, Root::removeFrameListener
*/
void addFrameListener(FrameListener* newListener);
/** Removes a FrameListener from the list of listening classes.
@see
FrameListener, Root::addFrameListener
*/
void removeFrameListener(FrameListener* oldListener);
/** Queues the end of rendering.
@remarks
This method will do nothing unless startRendering() has
been called, in which case before the next frame is rendered
the rendering loop will bail out.
@see
Root, Root::startRendering
*/
void queueEndRendering(void);
/** Starts / restarts the automatic rendering cycle.
@remarks
This method begins the automatic rendering of the scene. It
will <b>NOT</b> return until the rendering cycle is halted.
@par
During rendering, any FrameListener classes registered using
addFrameListener will be called back for each frame that is
to be rendered, These classes can tell OGRE to halt the
rendering if required, which will cause this method to
return.
@note
<br>Users of the OGRE library do not have to use this
automatic rendering loop. It is there as a convenience and is
most useful for high frame rate applications e.g. games. For
applications that don't need to constantly refresh the
rendering targets (e.g. an editor utility), it is better to
manually refresh each render target only when required by
calling RenderTarget::update, or if you want to run your own
render loop you can update all targets on demand using
Root::renderOneFrame.
@note
This frees up the CPU to do other things in between
refreshes, since in this case frame rate is less important.
@note
This method can only be called after Root::initialise has
been called.
*/
void startRendering(void);
/** Render one frame.
@remarks
Updates all the render targets automatically and then returns,
raising frame events before and after.
*/
bool renderOneFrame(void);
/** Render one frame, with custom frame time information.
@remarks
Updates all the render targets automatically and then returns,
raising frame events before and after - all per-frame times are based on
the time value you pass in.
*/
bool renderOneFrame(Real timeSinceLastFrame);
/** Shuts down the system manually.
@remarks
This is normally done by Ogre automatically so don't think
you have to call this yourself. However this is here for
convenience, especially for dealing with unexpected errors or
for systems which need to shut down Ogre on demand.
*/
void shutdown(void);
/** Adds a location to the list of searchable locations for a
Resource type.
@remarks
Resource files (textures, models etc) need to be loaded from
specific locations. By calling this method, you add another
search location to the list. Locations added first are preferred
over locations added later.
@par
Locations can be folders, compressed archives, even perhaps
remote locations. Facilities for loading from different
locations are provided by plugins which provide
implementations of the Archive class.
All the application user has to do is specify a 'loctype'
string in order to indicate the type of location, which
should map onto one of the provided plugins. Ogre comes
configured with the 'FileSystem' (folders) and 'Zip' (archive
compressed with the pkzip / WinZip etc utilities) types.
@par
You can also supply the name of a resource group which should
have this location applied to it. The
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME group is the
default, and one resource group which will always exist. You
should consider defining resource groups for your more specific
resources (e.g. per level) so that you can control loading /
unloading better.
@param
name The name of the location, e.g. './data' or
'/compressed/gamedata.zip'
@param
locType A string identifying the location type, e.g.
'FileSystem' (for folders), 'Zip' etc. Must map to a
registered plugin which deals with this type (FileSystem and
Zip should always be available)
@param
groupName Type of name of the resource group which this location
should apply to; defaults to the General group which applies to
all non-specific resources.
@param
recursive If the resource location has a concept of recursive
directory traversal, enabling this option will mean you can load
resources in subdirectories using only their unqualified name.
The default is to disable this so that resources in subdirectories
with the same name are still unique.
@see
Archive
*/
void addResourceLocation(const String& name, const String& locType,
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
bool recursive = false);
/** Removes a resource location from the list.
@see addResourceLocation
@param name The name of the resource location as specified in addResourceLocation
@param groupName The name of the resource group to which this location
was assigned.
*/
void removeResourceLocation(const String& name,
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
/** Helper method to assist you in creating writeable file streams.
@remarks
This is a high-level utility method which you can use to find a place to
save a file more easily. If the filename you specify is either an
absolute or relative filename (ie it includes path separators), then
the file will be created in the normal filesystem using that specification.
If it doesn't, then the method will look for a writeable resource location
via ResourceGroupManager::createResource using the other params provided.
@param filename The name of the file to create. If it includes path separators,
the filesystem will be accessed direct. If no path separators are
present the resource system is used, falling back on the raw filesystem after.
@param groupName The name of the group in which to create the file, if the
resource system is used
@param overwrite If true, an existing file will be overwritten, if false
an error will occur if the file already exists
@param locationPattern If the resource group contains multiple locations,
then usually the file will be created in the first writable location. If you
want to be more specific, you can include a location pattern here and
only locations which match that pattern (as determined by StringUtil::match)
will be considered candidates for creation.
*/
DataStreamPtr createFileStream(const String& filename, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
bool overwrite = false, const String& locationPattern = StringUtil::BLANK);
/** Helper method to assist you in accessing readable file streams.
@remarks
This is a high-level utility method which you can use to find a place to
open a file more easily. It checks the resource system first, and if
that fails falls back on accessing the file system directly.
@param filename The name of the file to open.
@param groupName The name of the group in which to create the file, if the
resource system is used
@param locationPattern If the resource group contains multiple locations,
then usually the file will be created in the first writable location. If you
want to be more specific, you can include a location pattern here and
only locations which match that pattern (as determined by StringUtil::match)
will be considered candidates for creation.
*/
DataStreamPtr openFileStream(const String& filename, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
const String& locationPattern = StringUtil::BLANK);
/** Generates a packed data version of the passed in ColourValue suitable for
use with the current RenderSystem.
@remarks
Since different render systems have different colour data formats (eg
RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
@param colour The colour to convert
@param pDest Pointer to location to put the result.
*/
void convertColourValue(const ColourValue& colour, uint32* pDest);
/** Retrieves a pointer to the window that was created automatically
@remarks
When Root is initialised an optional window is created. This
method retreives a pointer to that window.
@note
returns a null pointer when Root has not been initialised with
the option of creating a window.
*/
RenderWindow* getAutoCreatedWindow(void);
/** @copydoc RenderSystem::_createRenderWindow
*/
RenderWindow* createRenderWindow(const String &name, unsigned int width, unsigned int height,
bool fullScreen, const NameValuePairList *miscParams = 0) ;
/** @copydoc RenderSystem::_createRenderWindows
*/
bool createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions,
RenderWindowList& createdWindows);
/** Detaches a RenderTarget from the active render system
and returns a pointer to it.
@note
If the render target cannot be found, NULL is returned.
*/
RenderTarget* detachRenderTarget( RenderTarget* pWin );
/** Detaches a named RenderTarget from the active render system
and returns a pointer to it.
@note
If the render target cannot be found, NULL is returned.
*/
RenderTarget* detachRenderTarget( const String & name );
/** Destroys the given RenderTarget.
*/
void destroyRenderTarget(RenderTarget* target);
/** Destroys the given named RenderTarget.
*/
void destroyRenderTarget(const String &name);
/** Retrieves a pointer to a named render target.
*/
RenderTarget * getRenderTarget(const String &name);
/** Manually load a Plugin contained in a DLL / DSO.
@remarks
Plugins embedded in DLLs can be loaded at startup using the plugin
configuration file specified when you create Root (default: plugins.cfg).
This method allows you to load plugin DLLs directly in code.
The DLL in question is expected to implement a dllStartPlugin
method which instantiates a Plugin subclass and calls Root::installPlugin.
It should also implement dllStopPlugin (see Root::unloadPlugin)
@param pluginName Name of the plugin library to load
*/
void loadPlugin(const String& pluginName);
/** Manually unloads a Plugin contained in a DLL / DSO.
@remarks
Plugin DLLs are unloaded at shutdown automatically. This method
allows you to unload plugins in code, but make sure their
dependencies are decoupled first. This method will call the
dllStopPlugin method defined in the DLL, which in turn should call
Root::uninstallPlugin.
@param pluginName Name of the plugin library to unload
*/
void unloadPlugin(const String& pluginName);
/** Install a new plugin.
@remarks
This installs a new extension to OGRE. The plugin itself may be loaded
from a DLL / DSO, or it might be statically linked into your own
application. Either way, something has to call this method to get
it registered and functioning. You should only call this method directly
if your plugin is not in a DLL that could otherwise be loaded with
loadPlugin, since the DLL function dllStartPlugin should call this
method when the DLL is loaded.
*/
void installPlugin(Plugin* plugin);
/** Uninstall an existing plugin.
@remarks
This uninstalls an extension to OGRE. Plugins are automatically
uninstalled at shutdown but this lets you remove them early.
If the plugin was loaded from a DLL / DSO you should call unloadPlugin
which should result in this method getting called anyway (if the DLL
is well behaved).
*/
void uninstallPlugin(Plugin* plugin);
/** Gets a read-only list of the currently installed plugins. */
const PluginInstanceList& getInstalledPlugins() const { return mPlugins; }
/** Gets a pointer to the central timer used for all OGRE timings */
Timer* getTimer(void);
/** Method for raising frame started events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you should call this method to ensure that FrameListener objects are notified
of frame events; processes like texture animation and particle systems rely on
this.
@par
Calling this method also increments the frame number, which is
important for keeping some elements of the engine up to date.
@note
This method takes an event object as a parameter, so you can specify the times
yourself. If you are happy for OGRE to automatically calculate the frame time
for you, then call the other version of this method with no parameters.
@param evt Event object which includes all the timing information which you have
calculated for yourself
@return False if one or more frame listeners elected that the rendering loop should
be terminated, true otherwise.
*/
bool _fireFrameStarted(FrameEvent& evt);
/** Method for raising frame rendering queued events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you should call this method too, to ensure that all state is updated
correctly. You should call it after the windows have been updated
but before the buffers are swapped, or if you are not separating the
update and buffer swap, then after the update just before _fireFrameEnded.
*/
bool _fireFrameRenderingQueued(FrameEvent& evt);
/** Method for raising frame ended events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you should call this method to ensure that FrameListener objects are notified
of frame events; processes like texture animation and particle systems rely on
this.
@note
This method takes an event object as a parameter, so you can specify the times
yourself. If you are happy for OGRE to automatically calculate the frame time
for you, then call the other version of this method with no parameters.
@param evt Event object which includes all the timing information which you have
calculated for yourself
@return False if one or more frame listeners elected that the rendering loop should
be terminated, true otherwise.
*/
bool _fireFrameEnded(FrameEvent& evt);
/** Method for raising frame started events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you should call this method to ensure that FrameListener objects are notified
of frame events; processes like texture animation and particle systems rely on
this.
@par
Calling this method also increments the frame number, which is
important for keeping some elements of the engine up to date.
@note
This method calculates the frame timing information for you based on the elapsed
time. If you want to specify elapsed times yourself you should call the other
version of this method which takes event details as a parameter.
@return False if one or more frame listeners elected that the rendering loop should
be terminated, true otherwise.
*/
bool _fireFrameStarted();
/** Method for raising frame rendering queued events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you you may want to call this method too, although nothing in OGRE relies on this
particular event. Really if you're running your own rendering loop at
this level of detail then you can get the same effect as doing your
updates in a frameRenderingQueued callback by just calling
RenderWindow::update with the 'swapBuffers' option set to false.
*/
bool _fireFrameRenderingQueued();
/** Method for raising frame ended events.
@remarks
This method is only for internal use when you use OGRE's inbuilt rendering
loop (Root::startRendering). However, if you run your own rendering loop then
you should call this method to ensure that FrameListener objects are notified
of frame events; processes like texture animation and particle systems rely on
this.
@note
This method calculates the frame timing information for you based on the elapsed
time. If you want to specify elapsed times yourself you should call the other
version of this method which takes event details as a parameter.
@return False if one or more frame listeners elected that the rendering loop should
be terminated, true otherwise.
*/
bool _fireFrameEnded();
/** Gets the number of the next frame to be rendered.
@remarks
Note that this is 'next frame' rather than 'current frame' because
it indicates the frame number that current changes made to the scene
will take effect. It is incremented after all rendering commands for
the current frame have been queued, thus reflecting that if you
start performing changes then, you will actually see them in the
next frame. */
unsigned long getNextFrameNumber(void) const { return mNextFrame; }
/** Returns the scene manager currently being used to render a frame.
@remarks
This is only intended for internal use; it is only valid during the
rendering of a frame.
*/
SceneManager* _getCurrentSceneManager(void) const;
/** Pushes the scene manager currently being used to render.
@remarks
This is only intended for internal use.
*/
void _pushCurrentSceneManager(SceneManager* sm);
/** Pops the scene manager currently being used to render.
@remarks
This is only intended for internal use.
*/
void _popCurrentSceneManager(SceneManager* sm);
/** Internal method used for updating all RenderTarget objects (windows,
renderable textures etc) which are set to auto-update.
@remarks
You don't need to use this method if you're using Ogre's own internal
rendering loop (Root::startRendering). If you're running your own loop
you may wish to call it to update all the render targets which are
set to auto update (RenderTarget::setAutoUpdated). You can also update
individual RenderTarget instances using their own update() method.
@return false if a FrameListener indicated it wishes to exit the render loop
*/
bool _updateAllRenderTargets(void);
/** Internal method used for updating all RenderTarget objects (windows,
renderable textures etc) which are set to auto-update, with a custom time
passed to the frameRenderingQueued events.
@remarks
You don't need to use this method if you're using Ogre's own internal
rendering loop (Root::startRendering). If you're running your own loop
you may wish to call it to update all the render targets which are
set to auto update (RenderTarget::setAutoUpdated). You can also update
individual RenderTarget instances using their own update() method.
@return false if a FrameListener indicated it wishes to exit the render loop
*/
bool _updateAllRenderTargets(FrameEvent& evt);
/** Create a new RenderQueueInvocationSequence, useful for linking to
Viewport instances to perform custom rendering.
@param name The name to give the new sequence
*/
RenderQueueInvocationSequence* createRenderQueueInvocationSequence(
const String& name);
/** Get a RenderQueueInvocationSequence.
@param name The name to identify the sequence
*/
RenderQueueInvocationSequence* getRenderQueueInvocationSequence(
const String& name);
/** Destroy a RenderQueueInvocationSequence.
@remarks
You must ensure that no Viewports are using this sequence.
@param name The name to identify the sequence
*/
void destroyRenderQueueInvocationSequence(
const String& name);
/** Destroy all RenderQueueInvocationSequences.
@remarks
You must ensure that no Viewports are using custom sequences.
@param name The name to identify the sequence
*/
void destroyAllRenderQueueInvocationSequences(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 Root& 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 Root* getSingletonPtr(void);
/** Clears the history of all event times.
@remarks
OGRE stores a history of the last few event times in order to smooth
out any inaccuracies and temporary fluctuations. However, if you
pause or don't render for a little while this can cause a lurch, so
if you're resuming rendering after a break, call this method to reset
the stored times
*/
void clearEventTimes(void);
/** Sets the period over which OGRE smooths out fluctuations in frame times.
@remarks
OGRE by default gives you the raw frame time, but can optionally
smooths it out over several frames, in order to reduce the
noticeable effect of occasional hiccups in framerate.
These smoothed values are passed back as parameters to FrameListener
calls.
@par
This method allow you to tweak the smoothing period, and is expressed
in seconds. Setting it to 0 will result in completely unsmoothed
frame times (the default).
*/
void setFrameSmoothingPeriod(Real period) { mFrameSmoothingTime = period; }
/** Gets the period over which OGRE smooths out fluctuations in frame times. */
Real getFrameSmoothingPeriod(void) const { return mFrameSmoothingTime; }
/** Register a new MovableObjectFactory which will create new MovableObject
instances of a particular type, as identified by the getType() method.
@remarks
Plugin creators can create subclasses of MovableObjectFactory which
construct custom subclasses of MovableObject for insertion in the
scene. This is the primary way that plugins can make custom objects
available.
@param fact Pointer to the factory instance
@param overrideExisting Set this to true to override any existing
factories which are registered for the same type. You should only
change this if you are very sure you know what you're doing.
*/
void addMovableObjectFactory(MovableObjectFactory* fact,
bool overrideExisting = false);
/** Removes a previously registered MovableObjectFactory.
@remarks
All instances of objects created by this factory will be destroyed
before removing the factory (by calling back the factories
'destroyInstance' method). The plugin writer is responsible for actually
destroying the factory.
*/
void removeMovableObjectFactory(MovableObjectFactory* fact);
/// Checks whether a factory is registered for a given MovableObject type
bool hasMovableObjectFactory(const String& typeName) const;
/// Get a MovableObjectFactory for the given type
MovableObjectFactory* getMovableObjectFactory(const String& typeName);
/** Allocate the next MovableObject type flag.
@remarks
This is done automatically if MovableObjectFactory::requestTypeFlags
returns true; don't call this manually unless you're sure you need to.
*/
uint32 _allocateNextMovableObjectTypeFlag(void);
typedef ConstMapIterator<MovableObjectFactoryMap> MovableObjectFactoryIterator;
/** Return an iterator over all the MovableObjectFactory instances currently
registered.
*/
MovableObjectFactoryIterator getMovableObjectFactoryIterator(void) const;
/**
* Gets the number of display monitors.
*/
unsigned int getDisplayMonitorCount() const;
/** Get the WorkQueue for processing background tasks.
You are free to add new requests and handlers to this queue to
process your custom background tasks using the shared thread pool.
However, you must remember to assign yourself a new channel through
which to process your tasks.
*/
WorkQueue* getWorkQueue() const { return mWorkQueue; }
/** Replace the current work queue with an alternative.
You can use this method to replace the internal implementation of
WorkQueue with your own, e.g. to externalise the processing of
background events. Doing so will delete the existing queue and
replace it with this one.
@param queue The new WorkQueue instance. Root will delete this work queue
at shutdown, so do not destroy it yourself.
*/
void setWorkQueue(WorkQueue* queue);
/** Sets whether blend indices information needs to be passed to the GPU.
When entities use software animation they remove blend information such as
indices and weights from the vertex buffers sent to the graphic card. This function
can be used to limit which information is removed.
@param redundant Set to true to remove blend indices information.
*/
void setBlendIndicesGpuRedundant(bool redundant) { mIsBlendIndicesGpuRedundant = redundant; }
/** Returns whether blend indices information needs to be passed to the GPU
see setBlendIndicesGpuRedundant() for more information
*/
bool isBlendIndicesGpuRedundant() const { return mIsBlendIndicesGpuRedundant; }
/** Sets whether blend weights information needs to be passed to the GPU.
When entities use software animation they remove blend information such as
indices and weights from the vertex buffers sent to the graphic card. This function
can be used to limit which information is removed.
@param redundant Set to true to remove blend weights information.
*/
void setBlendWeightsGpuRedundant(bool redundant) { mIsBlendWeightsGpuRedundant = redundant; }
/** Returns whether blend weights information needs to be passed to the GPU
see setBlendWeightsGpuRedundant() for more information
*/
bool isBlendWeightsGpuRedundant() const { return mIsBlendWeightsGpuRedundant; }
/** Set the default minimum pixel size for object to be rendered by
@note
To use this feature see Camera::setUseMinPixelSize()
*/
void setDefaultMinPixelSize(Real pixelSize) { mDefaultMinPixelSize = pixelSize; }
/** Get the default minimum pixel size for object to be rendered by
*/
Real getDefaultMinPixelSize() { return mDefaultMinPixelSize; }
};
/** @} */
/** @} */
} // Namespace Ogre
#endif
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