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95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef GAMEDEF_HEADER
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#define GAMEDEF_HEADER
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#include <string>
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#include "irrlichttypes.h"
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class IItemDefManager;
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class INodeDefManager;
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class ICraftDefManager;
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class ITextureSource;
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class ISoundManager;
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class IShaderSource;
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class MtEventManager;
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class IRollbackManager;
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class EmergeManager;
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namespace irr { namespace scene {
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class IAnimatedMesh;
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class ISceneManager;
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}}
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/*
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An interface for fetching game-global definitions like tool and
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mapnode properties
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*/
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class IGameDef
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{
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public:
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// These are thread-safe IF they are not edited while running threads.
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// Thus, first they are set up and then they are only read.
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virtual IItemDefManager* getItemDefManager()=0;
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virtual INodeDefManager* getNodeDefManager()=0;
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virtual ICraftDefManager* getCraftDefManager()=0;
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// This is always thread-safe, but referencing the irrlicht texture
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// pointers in other threads than main thread will make things explode.
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virtual ITextureSource* getTextureSource()=0;
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virtual IShaderSource* getShaderSource()=0;
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// Used for keeping track of names/ids of unknown nodes
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virtual u16 allocateUnknownNodeId(const std::string &name)=0;
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// Only usable on the client
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virtual ISoundManager* getSoundManager()=0;
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virtual MtEventManager* getEventManager()=0;
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
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{ return NULL; }
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virtual scene::ISceneManager* getSceneManager()=0;
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// Only usable on the server, and NOT thread-safe. It is usable from the
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// environment thread.
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virtual IRollbackManager* getRollbackManager(){return NULL;}
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// Only usable on the server. Thread safe if not written while running threads.
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virtual EmergeManager *getEmergeManager() { return NULL; }
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// Used on the client
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return false; }
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// Shorthands
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IItemDefManager *idef() { return getItemDefManager(); }
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INodeDefManager *ndef() { return getNodeDefManager(); }
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ICraftDefManager *cdef() { return getCraftDefManager(); }
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ITextureSource *tsrc() { return getTextureSource(); }
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ISoundManager *sound() { return getSoundManager(); }
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IShaderSource *shsrc() { return getShaderSource(); }
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MtEventManager *event() { return getEventManager(); }
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IRollbackManager *rollback() { return getRollbackManager();}
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EmergeManager *emerge() { return getEmergeManager(); }
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};
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#endif
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