blender/source/gameengine/GameLogic/SCA_IScene.h
Sergey Sharybin d881bb4b32 BGE is compilable by MSVC again
Compilation error was mostly caused by trying to use namespace std before it was
actually defined (e.g. before any include of stl header).
It's not actually good idea to use namespaces in header files -- it's really easy to
run into namespace conflicts and so. Resolved by not using "using namespace" in header
files and using full quality accessing to stl collections (e.g. std::vector).
2012-02-23 09:40:10 +00:00

85 lines
2.4 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file SCA_IScene.h
* \ingroup gamelogic
*/
#ifndef __KX_ISCENE_H
#define __KX_ISCENE_H
#include <vector>
#include "STR_String.h"
#include "RAS_2DFilterManager.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
struct SCA_DebugProp
{
class CValue* m_obj;
STR_String m_name;
SCA_DebugProp();
~SCA_DebugProp();
};
class SCA_IScene
{
std::vector<SCA_DebugProp*> m_debugList;
public:
SCA_IScene();
virtual ~SCA_IScene();
virtual class SCA_IObject* AddReplicaObject(class CValue* gameobj,
class CValue* locationobj,
int lifespan=0)=0;
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
//virtual void DelayedReleaseObject(class CValue* gameobj)=0;
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj, bool use_gfx, bool use_phys)=0;
std::vector<SCA_DebugProp*>& GetDebugProperties();
void AddDebugProperty(class CValue* debugprop,
const STR_String &name);
void RemoveAllDebugProperties();
virtual void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj,
RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode,
int pass, STR_String& text) {}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_IScene"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_ISCENE_H