forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
69 lines
3.0 KiB
C++
69 lines
3.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_NODE_FACTORY_H_INCLUDED__
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#define __I_SCENE_NODE_FACTORY_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "ESceneNodeTypes.h"
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namespace irr
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{
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namespace scene
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{
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class ISceneNode;
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//! Interface for dynamic creation of scene nodes
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/** To be able to add custom scene nodes to Irrlicht and to make it possible for the
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scene manager to save and load those external scene nodes, simply implement this
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interface and register it in you scene manager via ISceneManager::registerSceneNodeFactory.
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Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to
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increase the reference counter of the scene node manager. This is not necessary because the
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scene node manager will grab() the factory anyway, and otherwise cyclic references will
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be created and the scene manager and all its nodes won't get deallocated.
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*/
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class ISceneNodeFactory : public virtual IReferenceCounted
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{
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public:
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//! adds a scene node to the scene graph based on its type id
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/** \param type: Type of the scene node to add.
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\param parent: Parent scene node of the new node, can be null to add the scene node to the root.
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\return Returns pointer to the new scene node or null if not successful.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addSceneNode(ESCENE_NODE_TYPE type, ISceneNode* parent=0) = 0;
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//! adds a scene node to the scene graph based on its type name
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/** \param typeName: Type name of the scene node to add.
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\param parent: Parent scene node of the new node, can be null to add the scene node to the root.
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\return Returns pointer to the new scene node or null if not successful.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addSceneNode(const c8* typeName, ISceneNode* parent=0) = 0;
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//! returns amount of scene node types this factory is able to create
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virtual u32 getCreatableSceneNodeTypeCount() const = 0;
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//! returns type of a creatable scene node type
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/** \param idx: Index of scene node type in this factory. Must be a value between 0 and
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getCreatableSceneNodeTypeCount() */
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virtual ESCENE_NODE_TYPE getCreateableSceneNodeType(u32 idx) const = 0;
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//! returns type name of a creatable scene node type by index
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/** \param idx: Index of scene node type in this factory. Must be a value between 0 and
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getCreatableSceneNodeTypeCount() */
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virtual const c8* getCreateableSceneNodeTypeName(u32 idx) const = 0;
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//! returns type name of a creatable scene node type
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/** \param type: Type of scene node.
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\return: Returns name of scene node type if this factory can create the type, otherwise 0. */
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virtual const c8* getCreateableSceneNodeTypeName(ESCENE_NODE_TYPE type) const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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