irrlicht/source/Irrlicht/CDefaultSceneNodeFactory.h
cutealien ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
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
2021-08-27 12:55:10 +00:00

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2.8 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 __C_DEFAULT_SCENE_NODE_FACTORY_H_INCLUDED__
#define __C_DEFAULT_SCENE_NODE_FACTORY_H_INCLUDED__
#include "ISceneNodeFactory.h"
#include "irrArray.h"
#include "irrString.h"
namespace irr
{
namespace scene
{
class ISceneNode;
class ISceneManager;
//! Interface making it possible to dynamicly create scene nodes and animators
class CDefaultSceneNodeFactory : public ISceneNodeFactory
{
public:
CDefaultSceneNodeFactory(ISceneManager* mgr);
//! adds a scene node to the scene graph based on its type id
/** \param type: Type of the scene node to add.
\param parent: Parent scene node of the new node, can be null to add the scene node to the root.
\return Returns pointer to the new scene node or null if not successful. */
virtual ISceneNode* addSceneNode(ESCENE_NODE_TYPE type, ISceneNode* parent=0) IRR_OVERRIDE;
//! adds a scene node to the scene graph based on its type name
/** \param typeName: Type name of the scene node to add.
\param parent: Parent scene node of the new node, can be null to add the scene node to the root.
\return Returns pointer to the new scene node or null if not successful. */
virtual ISceneNode* addSceneNode(const c8* typeName, ISceneNode* parent=0) IRR_OVERRIDE;
//! returns amount of scene node types this factory is able to create
virtual u32 getCreatableSceneNodeTypeCount() const IRR_OVERRIDE;
//! returns type name of a creatable scene node type by index
/** \param idx: Index of scene node type in this factory. Must be a value between 0 and
uetCreatableSceneNodeTypeCount() */
virtual const c8* getCreateableSceneNodeTypeName(u32 idx) const IRR_OVERRIDE;
//! returns type of a creatable scene node type
/** \param idx: Index of scene node type in this factory. Must be a value between 0 and
getCreatableSceneNodeTypeCount() */
virtual ESCENE_NODE_TYPE getCreateableSceneNodeType(u32 idx) const IRR_OVERRIDE;
//! returns type name of a creatable scene node type
/** \param idx: Type of scene node.
\return: Returns name of scene node type if this factory can create the type, otherwise 0. */
virtual const c8* getCreateableSceneNodeTypeName(ESCENE_NODE_TYPE type) const IRR_OVERRIDE;
private:
ESCENE_NODE_TYPE getTypeFromName(const c8* name) const;
struct SSceneNodeTypePair
{
SSceneNodeTypePair(ESCENE_NODE_TYPE type, const c8* name)
: Type(type), TypeName(name)
{}
ESCENE_NODE_TYPE Type;
core::stringc TypeName;
};
core::array<SSceneNodeTypePair> SupportedSceneNodeTypes;
ISceneManager* Manager;
};
} // end namespace scene
} // end namespace irr
#endif