/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #if !defined(INCLUDED_NAMEDENTITY_H) #define INCLUDED_NAMEDENTITY_H #include "entitylib.h" #include "eclasslib.h" #include "generic/callback.h" #include "nameable.h" #include class NameCallbackSet { typedef std::set NameCallbacks; NameCallbacks m_callbacks; public: void insert(const NameCallback& callback) { m_callbacks.insert(callback); } void erase(const NameCallback& callback) { m_callbacks.erase(callback); } void changed(const char* name) const { for(NameCallbacks::const_iterator i = m_callbacks.begin(); i != m_callbacks.end(); ++i) { (*i)(name); } } }; class NamedEntity : public Nameable { EntityKeyValues& m_entity; NameCallbackSet m_changed; CopiedString m_name; public: NamedEntity(EntityKeyValues& entity) : m_entity(entity) { } const char* name() const { if(string_empty(m_name.c_str())) { return m_entity.getEntityClass().name(); } return m_name.c_str(); } void attach(const NameCallback& callback) { m_changed.insert(callback); } void detach(const NameCallback& callback) { m_changed.erase(callback); } void identifierChanged(const char* value) { if(string_empty(value)) { m_changed.changed(m_entity.getEntityClass().name()); } else { m_changed.changed(value); } m_name = value; } typedef MemberCaller1 IdentifierChangedCaller; }; class RenderableNamedEntity : public OpenGLRenderable { const NamedEntity& m_named; const Vector3& m_position; public: RenderableNamedEntity(const NamedEntity& named, const Vector3& position) : m_named(named), m_position(position) { } void render(RenderStateFlags state) const { glRasterPos3fv(vector3_to_array(m_position)); GlobalOpenGL().drawString(m_named.name()); } }; #endif