20 #ifndef PS_CAL3D_CALLBACK_HEADER 21 #define PS_CAL3D_CALLBACK_HEADER 25 #include <csutil/csstring.h> 26 #include <csutil/ref.h> 27 #include <imap/reader.h> 29 #include <cal3d/animcallback.h> 46 csPtr<iBase>
Parse(iDocumentNode * node, iStreamSource*, iLoaderContext * ldr_context,
61 void AnimationUpdate(
float anim_time, CalModel * model,
void * userData);
62 void AnimationComplete(CalModel * model,
void * userData);
106 if (callbackcount > 0)
109 callbackspstate->SetAnimAction(callbackanimation.GetDataSafe(),0.0,0.0);
113 callbacksprite->RemoveAnimCallback(callbackanimation,
this);
csRef< iSpriteCal3DState > callbackspstate
csString callbackanimation
Callback to repeat animation.
csRef< iSpriteCal3DFactoryState > callbacksprite
bool resetPerCycle
if true, effect will be rerendered every cycle, otherwise it will be rendered every animation ...
virtual ~psCal3DCallbackLoader()
bool killWithAnimEnd
true if the effect should die when the animation dies
A stripped version of the cal3d callback loader used only for eedit.
unsigned int callbackcount
float triggerTime
time to trigger the effect
bool hasTriggered
keep track if the effect has triggered this cycle
psCal3DCallbackLoader(iObjectRegistry *objreg)
unsigned int effectID
keep track of the effect ID
void AnimationComplete(CalModel *, void *)
csString effectName
name of the effect to call
float lastUpdateTime
keep track of the animation time of last update
void AnimationUpdate(float, CalModel *, void *)
csPtr< iBase > Parse(iDocumentNode *node, iStreamSource *, iLoaderContext *ldr_context, iBase *context)
A cal3d callback to handle displaying an effect.