text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2012 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  #ifndef __SceneManagerEnumerator_H__
  #define __SceneManagerEnumerator_H__
  
  #include "OgrePrerequisites.h"
  
  #include "OgreSceneManager.h"
  #include "OgreSingleton.h"
  #include "OgreIteratorWrappers.h"
  
  namespace Ogre {
      
  	/** \addtogroup Core
  	*  @{
  	*/
  	/** \addtogroup Scene
  	*  @{
  	*/
  	/// Factory for default scene manager
  	class _OgreExport DefaultSceneManagerFactory : public SceneManagerFactory
  	{
  	protected:
  		void initMetaData(void) const;
  	public:
  		DefaultSceneManagerFactory() {}
  		~DefaultSceneManagerFactory() {}
  		/// Factory type name
  		static const String FACTORY_TYPE_NAME;
  		SceneManager* createInstance(const String& instanceName);
  		void destroyInstance(SceneManager* instance);
  	};
  	/// Default scene manager
  	class _OgreExport DefaultSceneManager : public SceneManager
  	{
  	public:
  		DefaultSceneManager(const String& name);
  		~DefaultSceneManager();
  		const String& getTypeName(void) const;
  	};
  
      /** Enumerates the SceneManager classes available to applications.
          @remarks
              As described in the SceneManager class, SceneManagers are responsible
              for organising the scene and issuing rendering commands to the
              RenderSystem. Certain scene types can benefit from different
              rendering approaches, and it is intended that subclasses will
              be created to special case this.
          @par
              In order to give applications easy access to these implementations,
              this class has a number of methods to create or retrieve a SceneManager
              which is appropriate to the scene type. 
  		@par
  			SceneManagers are created by SceneManagerFactory instances. New factories
  			for new types of SceneManager can be registered with this class to make
  			them available to clients.
  		@par
  			Note that you can still plug in your own custom SceneManager without
  			using a factory, should you choose, it's just not as flexible that way.
  			Just instantiate your own SceneManager manually and use it directly.
      */
      class _OgreExport SceneManagerEnumerator : public Singleton<SceneManagerEnumerator>, public SceneMgtAlloc
      {
  	public:
  		/// Scene manager instances, indexed by instance name
  		typedef map<String, SceneManager*>::type Instances;
  		/// List of available scene manager types as meta data
  		typedef vector<const SceneManagerMetaData*>::type MetaDataList;
      private:
  		/// Scene manager factories
  		typedef list<SceneManagerFactory*>::type Factories;
  		Factories mFactories;
  		Instances mInstances;
  		/// Stored separately to allow iteration
  		MetaDataList mMetaDataList;
  		/// Factory for default scene manager
  		DefaultSceneManagerFactory mDefaultFactory;
  		/// Count of creations for auto-naming
  		unsigned long mInstanceCreateCount;
  		/// Currently assigned render system
  		RenderSystem* mCurrentRenderSystem;
  
  
      public:
          SceneManagerEnumerator();
          ~SceneManagerEnumerator();
  
  		/** Register a new SceneManagerFactory. 
  		@remarks
  			Plugins should call this to register as new SceneManager providers.
  		*/
  		void addFactory(SceneManagerFactory* fact);
  
  		/** Remove a SceneManagerFactory. 
  		*/
  		void removeFactory(SceneManagerFactory* fact);
  
  		/** Get more information about a given type of SceneManager.
  		@remarks
  			The metadata returned tells you a few things about a given type 
  			of SceneManager, which can be created using a factory that has been
  			registered already. 
  		@param typeName The type name of the SceneManager you want to enquire on.
  			If you don't know the typeName already, you can iterate over the 
  			metadata for all types using getMetaDataIterator.
  		*/
  		const SceneManagerMetaData* getMetaData(const String& typeName) const;
  
  		typedef ConstVectorIterator<MetaDataList> MetaDataIterator;
  		/** Iterate over all types of SceneManager available for construction, 
  			providing some information about each one.
  		*/
  		MetaDataIterator getMetaDataIterator(void) const;
  
  		/** Create a SceneManager instance of a given type.
  		@remarks
  			You can use this method to create a SceneManager instance of a 
  			given specific type. You may know this type already, or you may
  			have discovered it by looking at the results from getMetaDataIterator.
  		@note
  			This method throws an exception if the named type is not found.
  		@param typeName String identifying a unique SceneManager type
  		@param instanceName Optional name to given the new instance that is
  			created. If you leave this blank, an auto name will be assigned.
  		*/
  		SceneManager* createSceneManager(const String& typeName, 
  			const String& instanceName = StringUtil::BLANK);
  
  		/** Create a SceneManager instance based on scene type support.
  		@remarks
  			Creates an instance of a SceneManager which supports the scene types
  			identified in the parameter. If more than one type of SceneManager 
  			has been registered as handling that combination of scene types, 
  			in instance of the last one registered is returned.
  		@note This method always succeeds, if a specific scene manager is not
  			found, the default implementation is always returned.
  		@param typeMask A mask containing one or more SceneType flags
  		@param instanceName Optional name to given the new instance that is
  			created. If you leave this blank, an auto name will be assigned.
  		*/
  		SceneManager* createSceneManager(SceneTypeMask typeMask, 
  			const String& instanceName = StringUtil::BLANK);
  
  		/** Destroy an instance of a SceneManager. */
  		void destroySceneManager(SceneManager* sm);
  
  		/** Get an existing SceneManager instance that has already been created,
  			identified by the instance name.
  		@param instanceName The name of the instance to retrieve.
  		*/
  		SceneManager* getSceneManager(const String& instanceName) const;
  
  		/** Identify if a SceneManager instance already exists.
  		@param instanceName The name of the instance to retrieve.
  		*/
  		bool hasSceneManager(const String& instanceName) const;
  
  		typedef MapIterator<Instances> SceneManagerIterator;
  		/** Get an iterator over all the existing SceneManager instances. */
  		SceneManagerIterator getSceneManagerIterator(void);
  
          /** Notifies all SceneManagers of the destination rendering system.
          */
          void setRenderSystem(RenderSystem* rs);
  
          /// Utility method to control shutdown of the managers
          void shutdownAll(void);
          /** Override standard Singleton retrieval.
          @remarks
          Why do we do this? Well, it's because the Singleton
          implementation is in a .h file, which means it gets compiled
          into anybody who includes it. This is needed for the
          Singleton template to work, but we actually only want it
          compiled into the implementation of the class based on the
          Singleton, not all of them. If we don't change this, we get
          link errors when trying to use the Singleton-based class from
          an outside dll.
          @par
          This method just delegates to the template version anyway,
          but the implementation stays in this single compilation unit,
          preventing link errors.
          */
          static SceneManagerEnumerator& getSingleton(void);
          /** Override standard Singleton retrieval.
          @remarks
          Why do we do this? Well, it's because the Singleton
          implementation is in a .h file, which means it gets compiled
          into anybody who includes it. This is needed for the
          Singleton template to work, but we actually only want it
          compiled into the implementation of the class based on the
          Singleton, not all of them. If we don't change this, we get
          link errors when trying to use the Singleton-based class from
          an outside dll.
          @par
          This method just delegates to the template version anyway,
          but the implementation stays in this single compilation unit,
          preventing link errors.
          */
          static SceneManagerEnumerator* getSingletonPtr(void);
  
      };
  
  	/** @} */
  	/** @} */
  
  }
  
  #endif
  