/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DDependencyModelDraw.h //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: Draw module just like Model, except it can't draw unless somebody else explicitly says to, since they // have to draw first. // // This draw module can be used in a general case (although I don't see why), m_attachToDrawableBoneInContainer // is for the one present and main reason to use this module. Our transport needs to tell us it is okay to // draw after he draws. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _W3D_DEPENDENCY_MODEL_DRAW_H_ #define _W3D_DEPENDENCY_MODEL_DRAW_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "W3DDevice/GameClient/Module/W3DModelDraw.h" //------------------------------------------------------------------------------------------------- class W3DDependencyModelDrawModuleData : public W3DModelDrawModuleData { public: AsciiString m_attachToDrawableBoneInContainer;// Not just a different draw module, this bone is in our container W3DDependencyModelDrawModuleData(); ~W3DDependencyModelDrawModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class W3DDependencyModelDraw : public W3DModelDraw { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DDependencyModelDraw, "W3DDependencyModelDraw" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DDependencyModelDraw, W3DDependencyModelDrawModuleData ) public: W3DDependencyModelDraw( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void doDrawModule(const Matrix3D* transformMtx); virtual void notifyDrawModuleDependencyCleared( );///< if you were waiting for something before you drew, it's ready now virtual void adjustTransformMtx(Matrix3D& mtx) const; protected: Bool m_dependencyCleared; // The thing we depend on will clear this, and we will relatch it after we draw. }; #endif // _W3D_DEPENDENCY_MODEL_DRAW_H_