/* * ClientCacheManager.h * * Copyright (C) 2004 Atomic Blue (info@planeshift.it, http://www.atomicblue.org) * * * 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 (version 2 of the License) * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ #include #include #include "globals.h" #ifndef CLIENT_CACHE_MANAGER_HEADER #define CLIENT_CACHE_MANAGER_HEADER /** Holds details on a mesh factory. */ struct FactoryIndexEntry { csString filename; csString factname; csRef factory; }; //----------------------------------------------------------------------------- /** Used to cache in the model files at startup. * This is used to load all the model factories at startup so all loading is * in one place and doesn't cause big pauses in the middle of the game * session. */ class ClientCacheManager { public: ClientCacheManager(); ~ClientCacheManager(); /** Loads a new model factory. * @param filename The VFS file name of the model file to load. */ void LoadNewFactory(const char* filename); /** Checks the cache list for a particular factory. * @param filename The model file that we want to get. * @return The structure for this file if found. NULL otherwise. */ FactoryIndexEntry* GetFactoryEntry(const char* filename); private: csPDelArray factIndex; }; #endif