// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NSBD3D10OBJECTTABLE_H #define NSBD3D10OBJECTTABLE_H #include "NiD3D10BinaryShaderLibLibType.h" #include class NID3D10BINARYSHADERLIB_ENTRY NSBD3D10ObjectTable : public NiMemObject { public: class ObjectDesc : public NiMemObject { public: ObjectDesc(const char* pcName, NiShaderAttributeDesc::ObjectType eType, unsigned int uiIndex); ~ObjectDesc(); const char* GetName() const; void SetName(const char* pcName); NiShaderAttributeDesc::ObjectType GetType() const; void SetType(NiShaderAttributeDesc::ObjectType eType); unsigned int GetIndex() const; void SetIndex(unsigned int uiIndex); private: char* m_pcName; NiShaderAttributeDesc::ObjectType m_eType; unsigned int m_uiIndex; }; ~NSBD3D10ObjectTable(); bool AddObject(const char* pcName, NiShaderAttributeDesc::ObjectType eType, unsigned int uiIndex); unsigned int GetObjectCount() const; ObjectDesc* GetFirstObject(); ObjectDesc* GetNextObject(); ObjectDesc* GetObjectByName(const char* pcName); private: NiTListIterator m_kObjectListIter; NiTPointerList m_kObjectList; }; #include "NSBD3D10ObjectTable.inl" #endif // #ifndef NSBD3D10OBJECTTABLE_H