mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-27 08:27:30 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
70 lines
3.2 KiB
C++
70 lines
3.2 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __I_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
|
|
#define __I_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "ESceneNodeAnimatorTypes.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
class ISceneNode;
|
|
class ISceneNodeAnimator;
|
|
|
|
//! Interface for dynamic creation of scene node animators
|
|
/** To be able to add custom scene node animators to Irrlicht and to make it possible for the
|
|
scene manager to save and load those external animators, simply implement this
|
|
interface and register it in you scene manager via ISceneManager::registerSceneNodeAnimatorFactory.
|
|
Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to
|
|
increase the reference counter of the scene node manager. This is not necessary because the
|
|
scene node manager will grab() the factory anyway, and otherwise cyclic references will
|
|
be created and the scene manager and all its nodes won't get deallocated.
|
|
*/
|
|
class ISceneNodeAnimatorFactory : public virtual IReferenceCounted
|
|
{
|
|
public:
|
|
|
|
//! creates a scene node animator based on its type id
|
|
/** \param type: Type of the scene node animator to add.
|
|
\param target: Target scene node of the new animator.
|
|
\return Returns pointer to the new scene node animator or null if not successful. You need to
|
|
drop this pointer after calling this, see IReferenceCounted::drop() for details. */
|
|
virtual ISceneNodeAnimator* createSceneNodeAnimator(ESCENE_NODE_ANIMATOR_TYPE type, ISceneNode* target) = 0;
|
|
|
|
//! creates a scene node animator based on its type name
|
|
/** \param typeName: Type of the scene node animator to add.
|
|
\param target: Target scene node of the new animator.
|
|
\return Returns pointer to the new scene node animator or null if not successful. You need to
|
|
drop this pointer after calling this, see IReferenceCounted::drop() for details. */
|
|
virtual ISceneNodeAnimator* createSceneNodeAnimator(const c8* typeName, ISceneNode* target) = 0;
|
|
|
|
//! returns amount of scene node animator types this factory is able to create
|
|
virtual u32 getCreatableSceneNodeAnimatorTypeCount() const = 0;
|
|
|
|
//! returns type of a creatable scene node animator type
|
|
/** \param idx: Index of scene node animator type in this factory. Must be a value between 0 and
|
|
getCreatableSceneNodeTypeCount() */
|
|
virtual ESCENE_NODE_ANIMATOR_TYPE getCreateableSceneNodeAnimatorType(u32 idx) const = 0;
|
|
|
|
//! returns type name of a creatable scene node animator type
|
|
/** \param idx: Index of scene node animator type in this factory. Must be a value between 0 and
|
|
getCreatableSceneNodeAnimatorTypeCount() */
|
|
virtual const c8* getCreateableSceneNodeAnimatorTypeName(u32 idx) const = 0;
|
|
|
|
//! returns type name of a creatable scene node animator type
|
|
/** \param type: Type of scene node animator.
|
|
\return: Returns name of scene node animator type if this factory can create the type, otherwise 0. */
|
|
virtual const c8* getCreateableSceneNodeAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) const = 0;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|