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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
76 lines
3.0 KiB
C++
76 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 __C_DEFAULT_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
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#define __C_DEFAULT_SCENE_NODE_ANIMATOR_FACTORY_H_INCLUDED__
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#include "ISceneNodeAnimatorFactory.h"
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namespace irr
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{
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namespace gui
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{
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class ICursorControl;
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}
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namespace scene
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{
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class ISceneNodeAnimator;
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class ISceneManager;
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//! Interface making it possible to dynamicly create scene nodes animators
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class CDefaultSceneNodeAnimatorFactory : public ISceneNodeAnimatorFactory
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{
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public:
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CDefaultSceneNodeAnimatorFactory(ISceneManager* mgr, gui::ICursorControl* crs);
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virtual ~CDefaultSceneNodeAnimatorFactory();
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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) IRR_OVERRIDE;
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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 char* typeName, ISceneNode* target) IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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private:
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ESCENE_NODE_ANIMATOR_TYPE getTypeFromName(const c8* name) const;
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ISceneManager* Manager;
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gui::ICursorControl* CursorControl;
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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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