From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/include/ISceneNodeFactory.h | 68 ++++++++++++++++++++++ 1 file changed, 68 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/include/ISceneNodeFactory.h (limited to 'src/others/irrlicht-1.8.1/include/ISceneNodeFactory.h') diff --git a/src/others/irrlicht-1.8.1/include/ISceneNodeFactory.h b/src/others/irrlicht-1.8.1/include/ISceneNodeFactory.h new file mode 100644 index 0000000..5359d2b --- /dev/null +++ b/src/others/irrlicht-1.8.1/include/ISceneNodeFactory.h @@ -0,0 +1,68 @@ +// 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_FACTORY_H_INCLUDED__ +#define __I_SCENE_NODE_FACTORY_H_INCLUDED__ + +#include "IReferenceCounted.h" +#include "ESceneNodeTypes.h" + +namespace irr +{ + +namespace scene +{ + class ISceneNode; + + //! Interface for dynamic creation of scene nodes + /** To be able to add custom scene nodes to Irrlicht and to make it possible for the + scene manager to save and load those external scene nodes, simply implement this + interface and register it in you scene manager via ISceneManager::registerSceneNodeFactory. + Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to + increase the reference counter of the scene node manager. This is not necessary because the + scene node manager will grab() the factory anyway, and otherwise cyclic references will + be created and the scene manager and all its nodes won't get deallocated. + */ + class ISceneNodeFactory : public virtual IReferenceCounted + { + public: + //! 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. + This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ + virtual ISceneNode* addSceneNode(ESCENE_NODE_TYPE type, ISceneNode* parent=0) = 0; + + //! 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. + This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ + virtual ISceneNode* addSceneNode(const c8* typeName, ISceneNode* parent=0) = 0; + + //! returns amount of scene node types this factory is able to create + virtual u32 getCreatableSceneNodeTypeCount() const = 0; + + //! returns type of a createable 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 = 0; + + //! returns type name of a createable scene node type by index + /** \param idx: Index of scene node type in this factory. Must be a value between 0 and + getCreatableSceneNodeTypeCount() */ + virtual const c8* getCreateableSceneNodeTypeName(u32 idx) const = 0; + + //! returns type name of a createable scene node type + /** \param type: 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 = 0; + }; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1