text: //
  // Copyright (c) 2008-2014 the Urho3D project.
  //
  // 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.
  //
  
  #pragma once
  
  #include "HashMap.h"
  #include "Ptr.h"
  
  namespace Urho3D
  {
  
  class Component;
  class Node;
  
  /// Utility class that resolves node & component IDs after a scene or partial scene load.
  class URHO3D_API SceneResolver
  {
  public:
      /// Construct.
      SceneResolver();
      /// Destruct.
      ~SceneResolver();
      
      /// Reset. Clear all remembered nodes and components.
      void Reset();
      /// Remember a created node.
      void AddNode(unsigned oldID, Node* node);
      /// Remember a created component.
      void AddComponent(unsigned oldID, Component* component);
      /// Resolve component and node ID attributes and reset.
      void Resolve();
      
  private:
      /// Nodes.
      HashMap<unsigned, WeakPtr<Node> > nodes_;
      /// Components.
      HashMap<unsigned, WeakPtr<Component> > components_;
  };
  
  }
  