summaryrefslogtreecommitdiff
path: root/include/ISceneNodeFactory.h
diff options
context:
space:
mode:
Diffstat (limited to 'include/ISceneNodeFactory.h')
-rw-r--r--include/ISceneNodeFactory.h68
1 files changed, 68 insertions, 0 deletions
diff --git a/include/ISceneNodeFactory.h b/include/ISceneNodeFactory.h
new file mode 100644
index 0000000..5359d2b
--- /dev/null
+++ b/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
+