// 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 NSBLOADER_H #define NSBLOADER_H #include class NiShaderLibraryDesc; class NSBShaderLibrary; #ifdef WIN32 class NSBD3D10ShaderLibrary; #endif class NSBLoader : public NiMemObject { protected: NSBLoader(); public: ~NSBLoader(); static NSBLoader* Create(); static void Destroy(); bool LoadAllNSBFiles(NSBShaderLibrary* pkLibrary, const char* pszDirectory, bool bRecurseDirectories); #ifdef WIN32 bool LoadAllNSBD3D10Files(NSBD3D10ShaderLibrary* pkLibrary, const char* pszDirectory, bool bRecurseDirectories); #endif unsigned int GetBinaryFileCount(); const char* GetFirstBinaryFile(); const char* GetNextBinaryFile(); protected: void FindAllNSBFiles(const char* pszDirectory, bool bRecurseDirectories); unsigned int LoadAllNSBFilesInDirectory(const char* pszDirectory, const char* pszExt, bool bRecurseDirectories, NiTPointerList* pkFileList); bool ProcessNSBFile(const char* pszFilename, const char* pszExt, NiTPointerList* pkFileList); bool LoadAllNSBFiles(NSBShaderLibrary* pkLibrary); #ifdef WIN32 bool LoadAllNSBD3D10Files(NSBD3D10ShaderLibrary* pkLibrary); #endif static NSBLoader* ms_pkLoader; NiTListIterator m_kBinaryListIter; NiTPointerList m_kBinaryList; }; #endif //NSBLOADER_H