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Editor/Particles/ParticleManager.h
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63
Editor/Particles/ParticleManager.h
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////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Engine Source File.
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// Copyright (C), Crytek Studios, 2002.
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// -------------------------------------------------------------------------
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// File name: particlemanager.h
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// Version: v1.00
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// Created: 17/6/2003 by Timur.
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// Compilers: Visual Studio.NET
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// Description:
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// -------------------------------------------------------------------------
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// History:
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//
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////////////////////////////////////////////////////////////////////////////
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#ifndef __particlemanager_h__
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#define __particlemanager_h__
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#pragma once
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#include "BaseLibraryManager.h"
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class CParticleItem;
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class CParticleLibrary;
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struct SExportParticleEffect;
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/** Manages Particle libraries and systems.
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*/
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class CRYEDIT_API CParticleManager : public CBaseLibraryManager
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{
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public:
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CParticleManager();
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~CParticleManager();
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// Clear all prototypes and material libraries.
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void ClearAll();
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virtual void DeleteItem( CBaseLibraryItem* pItem );
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//////////////////////////////////////////////////////////////////////////
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// Materials.
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//////////////////////////////////////////////////////////////////////////
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//! Loads a new material from a xml node.
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void PasteToParticleItem( CParticleItem* pItem,XmlNodeRef &node,bool bWithChilds );
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//! Serialize manager.
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virtual void Serialize( XmlNodeRef &node,bool bLoading );
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//! Export particle systems to game.
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void Export( XmlNodeRef &node );
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protected:
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void AddExportItem( std::vector<SExportParticleEffect> &effects,CParticleItem *pItem,int parent );
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virtual CBaseLibraryItem* MakeNewItem();
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virtual CBaseLibrary* MakeNewLibrary();
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//! Root node where this library will be saved.
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virtual CString GetRootNodeName();
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//! Path to libraries in this manager.
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virtual CString GetLibsPath();
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CString m_libsPath;
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};
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#endif // __particlemanager_h__
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