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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_PARTICLE_SYSTEM_MANAGER_H
#define HPL_PARTICLE_SYSTEM_MANAGER_H
#include "hpl1/engine/resources/ResourceManager.h"
#include "hpl1/engine/math/MathTypes.h"
namespace hpl {
class cGraphics;
class cResources;
class iParticleSystem2D;
class cParticleSystem3D;
class cParticleSystemData3D;
//----------------------------------------------------
typedef Common::StableMap<tString, cParticleSystemData3D *> tParticleSystemData3DMap;
typedef tParticleSystemData3DMap::iterator tParticleSystemData3DMapIt;
//----------------------------------------------------
class cParticleManager : public iResourceManager {
public:
cParticleManager(cGraphics *apGraphics, cResources *apResources);
~cParticleManager();
/**
* NOT USED! For now that is... there is no need for it since particle systems are not really
* resources, yet
* \param asName
* \return
*/
iResourceBase *Create(const tString &asName);
iParticleSystem2D *CreatePS2D(const tString &asName, cVector3f avSize);
cParticleSystem3D *CreatePS3D(const tString &asName, const tString &asType, cVector3f avSize,
const cMatrixf &a_mtxTransform);
void AddData3D(cParticleSystemData3D *apData);
void Preload(const tString &asFile);
void Destroy(iResourceBase *apResource);
void Unload(iResourceBase *apResource);
private:
cGraphics *mpGraphics;
cResources *mpResources;
Common::List<cParticleSystem3D *> mlstSystems;
// tParticleSystemData3DMap m_mapData3D;
};
} // namespace hpl
#endif // HPL_PARTICLE_SYSTEM_MANAGER_H
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