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
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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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| 
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| #ifndef __I_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
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| #define __I_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
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| 
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| #include "IReferenceCounted.h"
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| #include "ESceneNodeAnimatorTypes.h"
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| 
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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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| 	class ISceneNodeAnimator;
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| 
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| 	//! Interface for dynamic creation of scene node animators
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| 	/** To be able to add custom scene node animators to Irrlicht and to make it possible for the
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| 	scene manager to save and load those external animators, simply implement this
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| 	interface and register it in you scene manager via ISceneManager::registerSceneNodeAnimatorFactory.
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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 ISceneNodeAnimatorFactory : public virtual IReferenceCounted
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| 	{
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| 	public:
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| 
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| 		//! creates a scene node animator based on its type id
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| 		/** \param type: Type of the scene node animator to add.
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| 		\param target: Target scene node of the new animator.
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| 		\return Returns pointer to the new scene node animator or null if not successful. You need to
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| 		drop this pointer after calling this, see IReferenceCounted::drop() for details. */
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| 		virtual ISceneNodeAnimator* createSceneNodeAnimator(ESCENE_NODE_ANIMATOR_TYPE type, ISceneNode* target) = 0;
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| 
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| 		//! creates a scene node animator based on its type name
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| 		/** \param typeName: Type of the scene node animator to add.
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| 		\param target: Target scene node of the new animator.
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| 		\return Returns pointer to the new scene node animator or null if not successful. You need to
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| 		drop this pointer after calling this, see IReferenceCounted::drop() for details. */
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| 		virtual ISceneNodeAnimator* createSceneNodeAnimator(const c8* typeName, ISceneNode* target) = 0;
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| 
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| 		//! returns amount of scene node animator types this factory is able to create
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| 		virtual u32 getCreatableSceneNodeAnimatorTypeCount() const = 0;
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| 
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| 		//! returns type of a creatable scene node animator type
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| 		/** \param idx: Index of scene node animator type in this factory. Must be a value between 0 and
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| 		getCreatableSceneNodeTypeCount() */
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| 		virtual ESCENE_NODE_ANIMATOR_TYPE getCreateableSceneNodeAnimatorType(u32 idx) const = 0;
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| 
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| 		//! returns type name of a creatable scene node animator type
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| 		/** \param idx: Index of scene node animator type in this factory. Must be a value between 0 and
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| 		getCreatableSceneNodeAnimatorTypeCount() */
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| 		virtual const c8* getCreateableSceneNodeAnimatorTypeName(u32 idx) const = 0;
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| 
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| 		//! returns type name of a creatable scene node animator type
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| 		/** \param type: Type of scene node animator.
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| 		\return: Returns name of scene node animator type if this factory can create the type, otherwise 0. */
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| 		virtual const c8* getCreateableSceneNodeAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) const = 0;
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| 	};
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| 
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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| 
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