OpenSceneGraph/include/osg/Object

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_OBJECT
#define OSG_OBJECT 1
#include <osg/Referenced>
#include <osg/CopyOp>
#include <osg/ref_ptr>
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#include <string>
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namespace osg {
// forward declare
class State;
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/** META_Object macro define the standard clone, isSameKindAs and className methods.
* Use when subclassing from Object to make it more convenient to define
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* the standard pure virtual clone, isSameKindAs and className methods
* which are required for all Object subclasses.*/
#define META_Object(library,name) \
virtual osg::Object* cloneType() const { return new name (); } \
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name (*this,copyop); } \
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
virtual const char* libraryName() const { return #library; }\
virtual const char* className() const { return #name; }
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/** Base class/standard interface for objects which require IO support,
cloning and reference counting.
Based on GOF Composite, Prototype and Template Method patterns.
*/
class OSG_EXPORT Object : public Referenced
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{
public:
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/** Construct an object. Note Object is a pure virtual base class
and therefore cannot be constructed on its own, only derived
classes which override the clone and className methods are
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concrete classes and can be constructed.*/
inline Object():Referenced(),_dataVariance(DYNAMIC) {}
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/** Copy constructor, optional CopyOp object can be used to control
* shallow vs deep copying of dynamic data.*/
Object(const Object&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
/** Clone the type of an object, with Object* return type.
Must be defined by derived classes.*/
virtual Object* cloneType() const = 0;
/** Clone an object, with Object* return type.
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Must be defined by derived classes.*/
virtual Object* clone(const CopyOp&) const = 0;
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virtual bool isSameKindAs(const Object*) const { return true; }
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/** return the name of the object's library. Must be defined
by derived classes. The OpenSceneGraph convention is that the
namespace of a library is the same as the library name.*/
virtual const char* libraryName() const = 0;
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/** return the name of the object's class type. Must be defined
by derived classes.*/
virtual const char* className() const = 0;
/** Set the name of object using C++ style string.*/
inline void setName( const std::string& name ) { _name = name; }
/** Set the name of object using a C style string.*/
inline void setName( const char* name ) { _name = name; }
/** Get the name of object.*/
inline const std::string& getName() const { return _name; }
enum DataVariance
{
DYNAMIC,
STATIC
};
/** Set the data variance of this object.
* Can be set to either STATIC for values that do not change over the lifetime of the object,
* or DYNAMIC for values that vary over the lifetime of the object. The DataVariance value
* can be used by routines such as optimzation codes that wish to share static data.*/
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inline void setDataVariance(DataVariance dv) { _dataVariance = dv; }
/** Get the data variance of this object.*/
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inline DataVariance getDataVariance() const { return _dataVariance; }
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/**
* Set user data, data must be subclassed from Referenced to allow
* automatic memory handling. If your own data isn't directly
* subclassed from Referenced then create an adapter object
* which points to your own object and handles the memory addressing.
*/
inline void setUserData(Referenced* obj) { _userData = obj; }
/** Get user data.*/
inline Referenced* getUserData() { return _userData.get(); }
/** Get const user data.*/
inline const Referenced* getUserData() const { return _userData.get(); }
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objexts
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const {}
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protected:
/** Object destructor. Note, is protected so that Objects cannot
be deleted other than by being dereferenced and the reference
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count being zero (see osg::Referenced), preventing the deletion
of nodes which are still in use. This also means that
Nodes cannot be created on stack i.e Node node will not compile,
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forcing all nodes to be created on the heap i.e Node* node
= new Node().*/
virtual ~Object() {}
std::string _name;
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DataVariance _dataVariance;
ref_ptr<Referenced> _userData;
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private:
/** disallow any copy operator.*/
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Object& operator = (const Object&) { return *this; }
};
}
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#endif