64 lines
2.0 KiB
C
64 lines
2.0 KiB
C
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/////////////////////////////////////////////////////////////////////////////////
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//
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// FILE : AnimatedLightEntity.cpp
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// PURPOSE : Receives events from the cut scene manager and passes them to the
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// light objetcs. There is one entity per object. The entity owns
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// the object and if is deleted deletes the light object.
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// AUTHOR : Thomas French
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// STARTED : 11/9/2009
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//
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef CUTSCENE_LIGHT_ENTITY_H
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#define CUTSCENE_LIGHT_ENTITY_H
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//Rage Headers
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#include "cutfile/cutfobject.h"
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#include "cutscene/cutsentity.h"
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//Game Headers
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#include "cutscene/CutsceneLightObject.h"
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/////////////////////////////////////////////////////////////////////////////////
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ANIM_OPTIMISATIONS()
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/////////////////////////////////////////////////////////////////////////////////
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#if !__NO_OUTPUT
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#define cutsceneLightEntityDebugf(fmt,...) if ( ((Channel_cutscene.TtyLevel == DIAG_SEVERITY_DEBUG3) || (Channel_cutscene.FileLevel == DIAG_SEVERITY_DEBUG3)) && GetObject() ) { char debugStr[512]; CCutSceneLightEntity::CommonDebugStr(GetObject(), debugStr); cutsceneDebugf1("%s" fmt,debugStr,##__VA_ARGS__); }
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#else
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#define cutsceneLightEntityDebugf(fmt,...) do {} while(false)
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#endif //!__NO_OUTPUT
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class CCutSceneLightEntity : public cutsUniqueEntity
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{
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public:
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//Create the our game side object.
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CCutSceneLightEntity(const cutfObject* pObject);
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~CCutSceneLightEntity();
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//Dispatch events to the game side light
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virtual void DispatchEvent(cutsManager *pManager, const cutfObject* pObject, s32 iEventId, const cutfEventArgs* pEventArgs=NULL, const float fTime = 0.0f, const u32 StickyId = 0);
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//Get a pointer to the game light
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CCutSceneLight* GetCutSceneLight() const { return m_pLight; }
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#if __DEV
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virtual void DebugDraw() const;
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#endif
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#if !__NO_OUTPUT
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void CommonDebugStr(const cutfObject* pObject, char * debugStr);
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#endif //!__NO_OUTPUT
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s32 GetType() const { return CUTSCENE_LIGHT_GAME_ENITITY; }
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private:
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//A pointer to the game side light.
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CCutSceneLight* m_pLight;
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};
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#endif
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