irrlicht/source/Irrlicht/CDefaultSceneNodeAnimatorFactory.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
Basically fixing original Bug#427 reported by MArkus Elfring.
Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++
Lots of files touched for very minor cleanup *sigh*

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:55:04 +00:00

75 lines
3.0 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 IRR_C_DEFAULT_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED
#define IRR_C_DEFAULT_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED
#include "ISceneNodeAnimatorFactory.h"
namespace irr
{
namespace gui
{
class ICursorControl;
}
namespace scene
{
class ISceneNodeAnimator;
class ISceneManager;
//! Interface making it possible to dynamicly create scene nodes animators
class CDefaultSceneNodeAnimatorFactory : public ISceneNodeAnimatorFactory
{
public:
CDefaultSceneNodeAnimatorFactory(ISceneManager* mgr, gui::ICursorControl* crs);
virtual ~CDefaultSceneNodeAnimatorFactory();
//! 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) IRR_OVERRIDE;
//! 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 char* typeName, ISceneNode* target) IRR_OVERRIDE;
//! returns amount of scene node animator types this factory is able to create
virtual u32 getCreatableSceneNodeAnimatorTypeCount() const IRR_OVERRIDE;
//! 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 IRR_OVERRIDE;
//! 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 IRR_OVERRIDE;
//! 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 IRR_OVERRIDE;
private:
ESCENE_NODE_ANIMATOR_TYPE getTypeFromName(const c8* name) const;
ISceneManager* Manager;
gui::ICursorControl* CursorControl;
};
} // end namespace scene
} // end namespace irr
#endif