Coverage Report

Created: 2025-09-04 07:15

/src/ogre/OgreMain/include/OgreParticleAffectorFactory.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __ParticleAffectorFactory_H__
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#define __ParticleAffectorFactory_H__
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#include "OgrePrerequisites.h"
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#include "OgreParticleAffector.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Effects
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    *  @{
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    */
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    /** Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses.
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        Plugins or 3rd party applications can add new types of particle affectors to Ogre by creating
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        subclasses of the ParticleAffector class. Because multiple instances of these affectors may be
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        required, a factory class to manage the instances is also required. 
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    @par
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        ParticleAffectorFactory subclasses must allow the creation and destruction of ParticleAffector
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        subclasses. They must also be registered with the ParticleSystemManager. All factories have
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        a name which identifies them, examples might be 'force_vector', 'attractor', or 'fader', and these can be 
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        also be used from particle system scripts.
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    */
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    class _OgreExport ParticleAffectorFactory : public FXAlloc
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    {
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    protected:
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        std::vector<ParticleAffector*> mAffectors; //!< @deprecated do not use
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    public:
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        ParticleAffectorFactory() {}
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        virtual ~ParticleAffectorFactory();
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        /** Returns the name of the factory, the name which identifies the particle affector type this factory creates. */
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        virtual String getName() const = 0;
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        /** Creates a new affector instance.
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            The subclass MUST add a pointer to the created instance to mAffectors.
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        */
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        virtual ParticleAffector* createAffector(ParticleSystem* psys) = 0;
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        /** Destroys the affector pointed to by the parameter (for early clean up if required). */
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        virtual void destroyAffector(ParticleAffector* e);
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    };
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    /** @} */
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    /** @} */
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}
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#include "OgreHeaderSuffix.h"
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#endif
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