Torque3D/Engine/source/shaderGen/featureMgr.h
AzaezelX 5ffa3b81f1 dial back nullPtr usage
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.

this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
2025-12-29 17:45:09 -06:00

118 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 _FEATUREMGR_H_
#define _FEATUREMGR_H_
#ifndef _TSINGLETON_H_
#include "core/util/tSingleton.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
class FeatureType;
class ShaderFeature;
typedef Delegate<ShaderFeature* (void*)> CreateShaderFeatureDelegate;
/// <summary>
/// Used by the feature manager.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="feature">The shader feature class.</param>
/// <param name="createFunc">The static create function for this feature.</param>
struct FeatureInfo
{
const FeatureType *type;
ShaderFeature *feature;
CreateShaderFeatureDelegate createFunc;
};
///
class FeatureMgr
{
protected:
bool mNeedsSort;
typedef Vector<FeatureInfo> FeatureInfoVector;
FeatureInfoVector mFeatures;
static S32 QSORT_CALLBACK _featureInfoCompare( const FeatureInfo *a, const FeatureInfo *b );
public:
FeatureMgr();
~FeatureMgr();
/// Returns the count of registered features.
U32 getFeatureCount() const { return mFeatures.size(); }
/// Returns the feature info at the index.
const FeatureInfo& getAt( U32 index );
///
ShaderFeature* getByType( const FeatureType &type );
/// <summary>
/// Creates a shader feature of this type with the arguments provided.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="argStruct">The arguments for setting up this isntance of the shaderFeature.</param>
/// <returns>An instance of the shader feature using its static createFunction taking in the
/// argument struct.
/// </returns>
ShaderFeature* createFeature(const FeatureType& type, void* argStruct);
/// <summary>
/// Allows other systems to add features. index is
/// the enum in GFXMaterialFeatureData.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="feature">The shader feature (can be null if featureDelegate defined)</param>
/// <param name="featureDelegate">The feature delegate create function.</param>
void registerFeature(const FeatureType& type,
ShaderFeature* feature = NULL,
CreateShaderFeatureDelegate featureDelegate = NULL);
// Unregister a feature.
void unregisterFeature( const FeatureType &type );
/// Removes all features.
void unregisterAll();
// For ManagedSingleton.
static const char* getSingletonName() { return "FeatureMgr"; }
};
// Helper for accessing the feature manager singleton.
#define FEATUREMGR ManagedSingleton<FeatureMgr>::instance()
#endif // FEATUREMGR