#include <Node.h>
Public Member Functions | |
NodeCloneContext () | |
~NodeCloneContext () | |
Animation * | findClonedAnimation (const Animation *animation) |
void | registerClonedAnimation (const Animation *original, Animation *clone) |
Node * | findClonedNode (const Node *node) |
void | registerClonedNode (const Node *original, Node *clone) |
NodeCloneContext represents the context data that is kept when cloning a node. The NodeCloneContext is used to make sure objects don't get cloned twice.
Constructor.
Destructor.
Animation* gameplay::NodeCloneContext::findClonedAnimation | ( | const Animation * | animation | ) |
Finds the cloned animation of the given animation or NULL if this animation was not registered with this context.
animation | The animation to search for the cloned copy of. |
Node* gameplay::NodeCloneContext::findClonedNode | ( | const Node * | node | ) |
Finds the cloned node of the given node or NULL if this node was not registered with this context.
node | The node to search for the cloned copy of. |
void gameplay::NodeCloneContext::registerClonedAnimation | ( | const Animation * | original, |
Animation * | clone | ||
) |
Registers the cloned animation with this context so that it doesn't get cloned twice.
original | The pointer to the original animation. |
clone | The pointer to the cloned animation. |
void gameplay::NodeCloneContext::registerClonedNode | ( | const Node * | original, |
Node * | clone | ||
) |
Registers the cloned node with this context so that it doens't get cloned twice.
original | The pointer to the original node. |
clone | The pointer to the cloned node. |