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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
68 lines
3.0 KiB
C++
68 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 IRR_I_SCENE_NODE_FACTORY_H_INCLUDED
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#define IRR_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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