84 lines
3.2 KiB
C++
84 lines
3.2 KiB
C++
//===========================================================================
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// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
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//
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// Component: InstParticleSystemLoader
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//
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// Description: Loads particle systems (and also breakable objects)
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//
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// Authors: Michael Riegger
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//
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//===========================================================================
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// Recompilation protection flag.
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#ifndef INSTPARTICLESYSTEMLOADER_H
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#define INSTPARTICLESYSTEMLOADER_H
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//===========================================================================
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// Nested Includes
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//===========================================================================
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#include <render/Loaders/IWrappedLoader.h>
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//===========================================================================
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// Forward References
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//===========================================================================
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//===========================================================================
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// Constants, Typedefs, and Macro Definitions (needed by external clients)
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//===========================================================================
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//===========================================================================
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// Interface Definitions
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//===========================================================================
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//===========================================================================
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//
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// Description:
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// Generally, describe what behaviour this class possesses that
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// clients can rely on, and the actions that this service
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// guarantees to clients.
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//
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// Constraints:
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// Describe here what you require of the client which uses or
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// has this class - essentially, the converse of the description
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// above. A constraint is an expression of some semantic
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// condition that must be preserved, an invariant of a class or
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// relationship that must be preserved while the system is in a
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// steady state.
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//
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//===========================================================================
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class InstParticleSystemLoader
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: public tSimpleChunkHandler,
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public IWrappedLoader
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{
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public:
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InstParticleSystemLoader();
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virtual ~InstParticleSystemLoader();
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///////////////////////////////////////////////////////////////////////
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// IWrappedLoader
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///////////////////////////////////////////////////////////////////////
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virtual void SetRegdListener( ChunkListenerCallback* pListenerCB,
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int iUserData );
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virtual void ModRegdListener( ChunkListenerCallback* pListenerCB,
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int iUserData );
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///////////////////////////////////////////////////////////////////////
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// tSimpleChunkHandler
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///////////////////////////////////////////////////////////////////////
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virtual tEntity* LoadObject(tChunkFile* file, tEntityStore* store);
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protected:
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private:
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// These methods defined as private and not implemented ensure that
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// clients will not be able to use them. For example, we will
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// disallow InstParticleSystemLoader from being copied and assigned.
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InstParticleSystemLoader( const InstParticleSystemLoader& );
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InstParticleSystemLoader& operator=( const InstParticleSystemLoader& );
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};
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#endif |