text: /*
   * ***** BEGIN GPL LICENSE BLOCK *****
   *
   * 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.
   *
   * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
   * All rights reserved.
   *
   * The Original Code is: all of this file.
   *
   * Contributor(s): none yet.
   *
   * ***** END GPL LICENSE BLOCK *****
   */
  
  /** \file SCA_IScene.h
   *  \ingroup gamelogic
   */
  
  #ifndef __SCA_ISCENE_H__
  #define __SCA_ISCENE_H__
  
  #include <vector>
  
  #include "STR_String.h"
  #include "RAS_2DFilterManager.h"
  
  #ifdef WITH_CXX_GUARDEDALLOC
  #include "MEM_guardedalloc.h"
  #endif
  
  #define DEBUG_MAX_DISPLAY 100
  
  struct SCA_DebugProp
  {
  	class CValue*	m_obj;
  	STR_String 		m_name;
  	SCA_DebugProp();
  	~SCA_DebugProp();
  };
  
  class SCA_IScene 
  {
  	std::vector<SCA_DebugProp*> m_debugList;
  public:
  	SCA_IScene();
  	virtual ~SCA_IScene();
  	virtual class SCA_IObject* AddReplicaObject(class CValue* gameobj,
  												class CValue* locationobj,
  												int lifespan=0)=0;
  	virtual void	RemoveObject(class CValue* gameobj)=0;
  	virtual void	DelayedRemoveObject(class CValue* gameobj)=0;
  	//virtual void	DelayedReleaseObject(class CValue* gameobj)=0;
  	
  	virtual void	ReplaceMesh(class CValue* gameobj,
  								void* meshobj, bool use_gfx, bool use_phys)=0;
  	std::vector<SCA_DebugProp*>& GetDebugProperties();
  	bool			PropertyInDebugList(class CValue *gameobj, const STR_String &name);
  	bool			ObjectInDebugList(class CValue *gameobj);
  	void			RemoveAllDebugProperties();
  	void			AddDebugProperty(class CValue* debugprop, const STR_String &name);
  	void			RemoveDebugProperty(class CValue *gameobj, const STR_String &name);
  	void			RemoveObjectDebugProperties(class CValue* gameobj);
  
  	virtual void	Update2DFilter(std::vector<STR_String>& propNames, void* gameObj, 
  									RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, 
  									int pass, STR_String& text) {}
  
  
  #ifdef WITH_CXX_GUARDEDALLOC
  	MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IScene")
  #endif
  };
  
  #endif  /* __SCA_ISCENE_H__ */
  