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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. /*************************************************************************
  4.    -------------------------------------------------------------------------
  5.    $Id$
  6.    $DateTime$
  7.    Description: Implements a system to manage various effects (bloodsplashes,
  8.               viewmodes, etc...)
  9.  
  10.    -------------------------------------------------------------------------
  11.    History:
  12.    - 17:01:2006:                Created by Marco Koegler
  13.  
  14. *************************************************************************/
  15. #ifndef __EFFECTSYSTEM_H__
  16. #define __EFFECTSYSTEM_H__
  17.  
  18. #include "../IEffectSystem.h"
  19.  
  20. class CEffectSystem : public IEffectSystem
  21. {
  22. public:
  23.         CEffectSystem();
  24.         virtual ~CEffectSystem();
  25.  
  26.         // IEffectSystem
  27.         virtual bool           Init();
  28.         virtual void           Update(float delta);
  29.         virtual void           Shutdown();
  30.  
  31.         virtual EffectId       GetEffectId(const char* name);
  32.  
  33.         virtual void           Activate(const EffectId& eid);
  34.         virtual bool           BindEffect(const char* name, IEffect* pEffect);
  35.         virtual IGroundEffect* CreateGroundEffect(IEntity* pEntity);
  36.  
  37.         virtual void RegisterFactory(const char* name, IEffect * (*)(), bool isAI);
  38.  
  39.         virtual void GetMemoryStatistics(ICrySizer* s);
  40.         // ~IEffectSystem
  41.  
  42. private:
  43.         typedef std::map<string, EffectId>      TNameToId;
  44.         typedef std::vector<IEffect*>           TEffectVec;
  45.         typedef std::map<string, IEffect*(*)()> TEffectClassMap;
  46.  
  47.         TNameToId       m_nameToId;       // map from a string name to an effect id
  48.         TEffectVec      m_effects;        // effect instances (array index == effect id)
  49.         TEffectClassMap m_effectClasses;  // effect factories
  50. };
  51.  
  52. #endif //__EFFECTSYSTEM_H__
  53.  
downloadEffectSystem.h Source code - Download CRYENGINE Source code
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