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graphics
Class CParticleEngine

   in ParticleEngine.h
   in ParticleEngine.cpp

class CParticleEngine


Inner Classes, Typedefs, and Enums
struct CParticleEngine::tEmitterNode
          
 
Field Summary
private CTexture[ MAX_TEXTURES ] idTexture
          
private CParticleEngine::tEmitterNode* m_pHead
          
private static CParticleEngine* m_pInstance
          ========================================================================= File : ParticleEngine.
private int totalParticles
          
 
Constructor Summary
private  CParticleEngine( void )
          
  virtual ~CParticleEngine( void )
          
 
Method Summary
 bool AddEmitter( CEmitter* emitter, int type = DEFAULTTEXT, int ID = DEFAULTEMIT )
          
 void AddToTotalParticles( int addAmount )
          
 void Cleanup()
          
 static void DeleteInstance()
          
 void DestroyAllEmitters( bool fade = true )
          do cleanup that's not done in the destructor.
 void EnterParticleContext( void )
          
 CEmitter* FindEmitter( int ID )
          
 static CParticleEngine* GetInstance()
          delete the instance of the singleton class
 CParticleEngine* GetInstance( void )
          
 int GetTotalParticles()
          
 bool InitParticleSystem( void )
          
 bool InitParticleSystem()
          
 void LeaveParticleContext( void )
          
 void RenderParticles()
          
 void SetTotalParticles( int particles )
          
 void SubToTotalParticles( int subAmount )
          
 void UpdateEmitters()
          render each emitter and their particles
 

Field Detail

idTexture

private CTexture idTexture[ MAX_TEXTURES ];

m_pHead

private CParticleEngine::tEmitterNode* m_pHead;

m_pInstance

private static CParticleEngine* m_pInstance;
========================================================================= File : ParticleEngine.cpp Project : 0 A.D. Description : Particle engine implementation =========================================================================

totalParticles

private int totalParticles;


Constructor Detail

CParticleEngine

private CParticleEngine( void );

~CParticleEngine

public virtual ~CParticleEngine( void );
Returns:
instance of the singleton class


Method Detail

AddEmitter

public bool AddEmitter( CEmitter* emitter, int type = DEFAULTTEXT, int ID = DEFAULTEMIT );
Returns:
emitter with the given ID or 0 if not found.

AddToTotalParticles

public void AddToTotalParticles( int addAmount );

Cleanup

public void Cleanup();

DeleteInstance

public static void DeleteInstance();
Returns:
true on success, false on failure

DestroyAllEmitters

public void DestroyAllEmitters( bool fade = true );
do cleanup that's not done in the destructor.

EnterParticleContext

public void EnterParticleContext( void );

FindEmitter

public CEmitter* FindEmitter( int ID );

GetInstance

public static CParticleEngine* GetInstance();
delete the instance of the singleton class

GetInstance

 CParticleEngine* GetInstance( void );

GetTotalParticles

public int GetTotalParticles();

InitParticleSystem

public bool InitParticleSystem( void );

InitParticleSystem

 bool InitParticleSystem();

LeaveParticleContext

public void LeaveParticleContext( void );

RenderParticles

public void RenderParticles();

SetTotalParticles

public void SetTotalParticles( int particles );

SubToTotalParticles

public void SubToTotalParticles( int subAmount );

UpdateEmitters

public void UpdateEmitters();
render each emitter and their particles

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0 A.D.
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