// 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 __C_SCENE_NODE_ANIMATOR_TEXTURE_H_INCLUDED__ #define __C_SCENE_NODE_ANIMATOR_TEXTURE_H_INCLUDED__ #include "irrArray.h" #include "ISceneNodeAnimatorFinishing.h" namespace irr { namespace scene { class CSceneNodeAnimatorTexture : public ISceneNodeAnimatorFinishing { public: //! constructor CSceneNodeAnimatorTexture(const core::array& textures, s32 timePerFrame, bool loop, u32 now); //! destructor virtual ~CSceneNodeAnimatorTexture(); //! animates a scene node virtual void animateNode(ISceneNode* node, u32 timeMs) IRR_OVERRIDE; //! Writes attributes of the scene node animator. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE; //! Reads attributes of the scene node animator. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE; //! Returns type of the scene node animator virtual ESCENE_NODE_ANIMATOR_TYPE getType() const IRR_OVERRIDE { return ESNAT_TEXTURE; } //! Creates a clone of this animator. /** Please note that you will have to drop (IReferenceCounted::drop()) the returned pointer after calling this. */ virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) IRR_OVERRIDE; private: void clearTextures(); core::array Textures; u32 TimePerFrame; bool Loop; }; } // end namespace scene } // end namespace irr #endif