minetest/src/gamedef.h

90 lines
2.8 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 2.1 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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef GAMEDEF_HEADER
#define GAMEDEF_HEADER
#include <string>
#include "irrlichttypes.h"
class IItemDefManager;
class INodeDefManager;
class ICraftDefManager;
class ITextureSource;
class ISoundManager;
class IShaderSource;
class MtEventManager;
class IRollbackReportSink;
namespace irr { namespace scene {
class IAnimatedMesh;
class ISceneManager;
}}
/*
An interface for fetching game-global definitions like tool and
mapnode properties
*/
class IGameDef
{
public:
// These are thread-safe IF they are not edited while running threads.
// Thus, first they are set up and then they are only read.
virtual IItemDefManager* getItemDefManager()=0;
virtual INodeDefManager* getNodeDefManager()=0;
virtual ICraftDefManager* getCraftDefManager()=0;
// This is always thread-safe, but referencing the irrlicht texture
// pointers in other threads than main thread will make things explode.
virtual ITextureSource* getTextureSource()=0;
virtual IShaderSource* getShaderSource()=0;
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
// Only usable on the client
virtual ISoundManager* getSoundManager()=0;
virtual MtEventManager* getEventManager()=0;
virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
{ return NULL; }
virtual scene::ISceneManager* getSceneManager()=0;
// Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread.
virtual IRollbackReportSink* getRollbackReportSink(){return NULL;}
// Used on the client
virtual bool checkLocalPrivilege(const std::string &priv)
{ return false; }
// Shorthands
IItemDefManager* idef(){return getItemDefManager();}
INodeDefManager* ndef(){return getNodeDefManager();}
ICraftDefManager* cdef(){return getCraftDefManager();}
ITextureSource* tsrc(){return getTextureSource();}
ISoundManager* sound(){return getSoundManager();}
IShaderSource* shsrc(){return getShaderSource();}
MtEventManager* event(){return getEventManager();}
IRollbackReportSink* rollback(){return getRollbackReportSink();}
};
#endif