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OgreArchiveManager.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreArchiveManager.h
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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) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program 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 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _ArchiveManager_H__ #define _ArchiveManager_H__ #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreSingleton.h" namespace Ogre { /** This class manages the available ArchiveFactory plugins. */ class _OgreExport ArchiveManager : public Singleton
{ protected: typedef std::map
ArchiveFactoryMap; /// Factories available to create archives, indexed by archive type (String identifier e.g. 'Zip') ArchiveFactoryMap mArchFactories; /// Currently loaded archives typedef std::map
ArchiveMap; ArchiveMap mArchives; public: /** Default constructor - should never get called by a client app. */ ArchiveManager() {} /** Default destructor. */ virtual ~ArchiveManager(); /** Opens an archive for file reading. @remarks The archives are created using class factories within extension libraries. @param filename The filename that will be opened @param refLibrary The library that contains the data-handling code @returns If the function succeeds, a valid pointer to an Archive object is returened. @par If the function fails, an exception is thrown. */ Archive* load( const String& filename, const String& archiveType); /** Unloads an archive. @remarks You must ensure that this archive is not being used before removing it. */ void unload(Archive* arch); /** Unloads an archive by name. @remarks You must ensure that this archive is not being used before removing it. */ void unload(const String& filename); /** Adds a new ArchiveFactory to the list of available factories. @remarks Plugin developers who add new archive codecs need to call this after defining their ArchiveFactory subclass and Archive subclasses for their archive type. */ void addArchiveFactory(ArchiveFactory* factory); /** 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 ArchiveManager& 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 ArchiveManager* getSingletonPtr(void); }; } #endif
OgreArchiveManager.h
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