20 #ifndef PS_CAL3D_CALLBACK_HEADER    21 #define PS_CAL3D_CALLBACK_HEADER    25 #include <csutil/csstring.h>    26 #include <csutil/ref.h>    27 #include <imap/reader.h>    29 #include <cal3d/animcallback.h>    46     csPtr<iBase> 
Parse(iDocumentNode * node, iStreamSource*, iLoaderContext * ldr_context,
    61     void AnimationUpdate(
float anim_time, CalModel * model, 
void * userData);
    62     void AnimationComplete(CalModel * model, 
void * userData);
   106         if (callbackcount > 0)
   109             callbackspstate->SetAnimAction(callbackanimation.GetDataSafe(),0.0,0.0);
   113             callbacksprite->RemoveAnimCallback(callbackanimation,
this);
 csRef< iSpriteCal3DState > callbackspstate
 
csString callbackanimation
 
Callback to repeat animation. 
 
csRef< iSpriteCal3DFactoryState > callbacksprite
 
bool resetPerCycle
if true, effect will be rerendered every cycle, otherwise it will be rendered every animation ...
 
virtual ~psCal3DCallbackLoader()
 
bool killWithAnimEnd
true if the effect should die when the animation dies 
 
A stripped version of the cal3d callback loader used only for eedit. 
 
unsigned int callbackcount
 
float triggerTime
time to trigger the effect 
 
bool hasTriggered
keep track if the effect has triggered this cycle 
 
psCal3DCallbackLoader(iObjectRegistry *objreg)
 
unsigned int effectID
keep track of the effect ID 
 
void AnimationComplete(CalModel *, void *)
 
csString effectName
name of the effect to call 
 
float lastUpdateTime
keep track of the animation time of last update 
 
void AnimationUpdate(float, CalModel *, void *)
 
csPtr< iBase > Parse(iDocumentNode *node, iStreamSource *, iLoaderContext *ldr_context, iBase *context)
 
A cal3d callback to handle displaying an effect.