deSkin Class Reference

Skin with textures. More...

#include <deSkin.h>

Inheritance diagram for deSkin:
deFileResource deResource deObject

List of all members.

Public Member Functions

Constructors and Destructors
 deSkin (deSkinManager *manager, const char *filename)
 Creates a new skin object with the given resource manager and filename.
 ~deSkin ()
 Cleans up the skin.
Texture Management
int GetTextureCount () const
 Retrieves the count of textures.
void AddTexture (deSkinTexture *tex)
 Adds the given texture.
deSkinTextureGetTextureAt (int index) const
 Retrieves the texture with the given index.
int IndexOfTextureNamed (const char *name) const
 Retrieves the index of the texture with the given name or -1 if not found.
System Peers
deBaseGraphicSkinGetGraphicSkin () const
 Retrieves the graphic system peer object.
void SetGraphicSkin (deBaseGraphicSkin *graSkin)
 Sets the graphic system peer object.
deBaseAudioSkinGetAudioSkin () const
 Retrieves the audio system peer object.
void SetAudioSkin (deBaseAudioSkin *audSkin)
 Sets the audio system peer object.
deBasePhysicsSkinGetPhysicsSkin () const
 Retrieves the physics system peer object.
void SetPhysicsSkin (deBasePhysicsSkin *phySkin)
 Sets the physics system peer object.

Detailed Description

Skin with textures.

Skins contain the textures for scene components. A skin is a collection of textures. Each texture is named and composes of properties. Components link to textures using their name. Properties describe where the data for various types originate from.

Renderables
Renderables are the most powerfull building stones of a texture. Such a renderable can be changed during runtime at any time. What data you place inside such a renderable is up to the developer. To use renderables you reference them using their name from inside your code. Renderables can be shared which is why they are stored outside the data trees.
Author:
Plüss Roland
Version:
1.0
Date:
2008

Constructor & Destructor Documentation

deSkin::deSkin ( deSkinManager manager,
const char *  filename 
)

Creates a new skin object with the given resource manager and filename.

deSkin::~deSkin (  )

Cleans up the skin.


Member Function Documentation

void deSkin::AddTexture ( deSkinTexture tex )

Adds the given texture.

deBaseAudioSkin* deSkin::GetAudioSkin (  ) const [inline]

Retrieves the audio system peer object.

deBaseGraphicSkin* deSkin::GetGraphicSkin (  ) const [inline]

Retrieves the graphic system peer object.

deBasePhysicsSkin* deSkin::GetPhysicsSkin (  ) const [inline]

Retrieves the physics system peer object.

deSkinTexture* deSkin::GetTextureAt ( int  index ) const

Retrieves the texture with the given index.

int deSkin::GetTextureCount (  ) const [inline]

Retrieves the count of textures.

int deSkin::IndexOfTextureNamed ( const char *  name ) const

Retrieves the index of the texture with the given name or -1 if not found.

void deSkin::SetAudioSkin ( deBaseAudioSkin audSkin )

Sets the audio system peer object.

void deSkin::SetGraphicSkin ( deBaseGraphicSkin graSkin )

Sets the graphic system peer object.

void deSkin::SetPhysicsSkin ( deBasePhysicsSkin phySkin )

Sets the physics system peer object.


The documentation for this class was generated from the following file: