blob: 8df6988ad2a8a866924df46cb422021de6823fb4 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
|
/*
Minetest-c55
Copyright (C) 2011 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 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.
*/
#ifndef GAMEDEF_HEADER
#define GAMEDEF_HEADER
#include <string>
#include "irrlichttypes.h"
class IItemDefManager;
class INodeDefManager;
class ICraftDefManager;
// Mineral too?
class ITextureSource;
/*
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;
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
// Shorthands
IItemDefManager* idef(){return getItemDefManager();}
INodeDefManager* ndef(){return getNodeDefManager();}
ICraftDefManager* cdef(){return getCraftDefManager();}
ITextureSource* tsrc(){return getTextureSource();}
};
#endif
|