From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../irrlicht-1.8/include/ISceneNodeAnimator.h | 156 ++++++++++----------- 1 file changed, 78 insertions(+), 78 deletions(-) (limited to 'libraries/irrlicht-1.8/include/ISceneNodeAnimator.h') diff --git a/libraries/irrlicht-1.8/include/ISceneNodeAnimator.h b/libraries/irrlicht-1.8/include/ISceneNodeAnimator.h index e03d975..c69474b 100644 --- a/libraries/irrlicht-1.8/include/ISceneNodeAnimator.h +++ b/libraries/irrlicht-1.8/include/ISceneNodeAnimator.h @@ -1,78 +1,78 @@ -// 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 __I_SCENE_NODE_ANIMATOR_H_INCLUDED__ -#define __I_SCENE_NODE_ANIMATOR_H_INCLUDED__ - -#include "IReferenceCounted.h" -#include "vector3d.h" -#include "ESceneNodeAnimatorTypes.h" -#include "IAttributeExchangingObject.h" -#include "IEventReceiver.h" - -namespace irr -{ -namespace io -{ - class IAttributes; -} // end namespace io -namespace scene -{ - class ISceneNode; - class ISceneManager; - - //! Animates a scene node. Can animate position, rotation, material, and so on. - /** A scene node animator is able to animate a scene node in a very simple way. It may - change its position, rotation, scale and/or material. There are lots of animators - to choose from. You can create scene node animators with the ISceneManager interface. - */ - class ISceneNodeAnimator : public io::IAttributeExchangingObject, public IEventReceiver - { - public: - //! Animates a scene node. - /** \param node Node to animate. - \param timeMs Current time in milli seconds. */ - virtual void animateNode(ISceneNode* node, u32 timeMs) =0; - - //! 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) =0; - - //! Returns true if this animator receives events. - /** When attached to an active camera, this animator will be - able to respond to events such as mouse and keyboard events. */ - virtual bool isEventReceiverEnabled() const - { - return false; - } - - //! Event receiver, override this function for camera controlling animators - virtual bool OnEvent(const SEvent& event) - { - return false; - } - - //! Returns type of the scene node animator - virtual ESCENE_NODE_ANIMATOR_TYPE getType() const - { - return ESNAT_UNKNOWN; - } - - //! Returns if the animator has finished. - /** This is only valid for non-looping animators with a discrete end state. - \return true if the animator has finished, false if it is still running. */ - virtual bool hasFinished(void) const - { - return false; - } - }; - - -} // end namespace scene -} // end namespace irr - -#endif - +// 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 __I_SCENE_NODE_ANIMATOR_H_INCLUDED__ +#define __I_SCENE_NODE_ANIMATOR_H_INCLUDED__ + +#include "IReferenceCounted.h" +#include "vector3d.h" +#include "ESceneNodeAnimatorTypes.h" +#include "IAttributeExchangingObject.h" +#include "IEventReceiver.h" + +namespace irr +{ +namespace io +{ + class IAttributes; +} // end namespace io +namespace scene +{ + class ISceneNode; + class ISceneManager; + + //! Animates a scene node. Can animate position, rotation, material, and so on. + /** A scene node animator is able to animate a scene node in a very simple way. It may + change its position, rotation, scale and/or material. There are lots of animators + to choose from. You can create scene node animators with the ISceneManager interface. + */ + class ISceneNodeAnimator : public io::IAttributeExchangingObject, public IEventReceiver + { + public: + //! Animates a scene node. + /** \param node Node to animate. + \param timeMs Current time in milli seconds. */ + virtual void animateNode(ISceneNode* node, u32 timeMs) =0; + + //! 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) =0; + + //! Returns true if this animator receives events. + /** When attached to an active camera, this animator will be + able to respond to events such as mouse and keyboard events. */ + virtual bool isEventReceiverEnabled() const + { + return false; + } + + //! Event receiver, override this function for camera controlling animators + virtual bool OnEvent(const SEvent& event) + { + return false; + } + + //! Returns type of the scene node animator + virtual ESCENE_NODE_ANIMATOR_TYPE getType() const + { + return ESNAT_UNKNOWN; + } + + //! Returns if the animator has finished. + /** This is only valid for non-looping animators with a discrete end state. + \return true if the animator has finished, false if it is still running. */ + virtual bool hasFinished(void) const + { + return false; + } + }; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1