/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_EDITOR_MATERIAL_MATERIALLIBRARY_H #define CRYINCLUDE_EDITOR_MATERIAL_MATERIALLIBRARY_H #pragma once #include "BaseLibrary.h" /** Library of prototypes. */ class CRYEDIT_API CMaterialLibrary : public CBaseLibrary { public: CMaterialLibrary(IBaseLibraryManager* pManager) : CBaseLibrary(pManager) {}; virtual bool Save(); virtual bool Load(const QString& filename); virtual void Serialize(XmlNodeRef& node, bool bLoading); ////////////////////////////////////////////////////////////////////////// // CBaseLibrary override. ////////////////////////////////////////////////////////////////////////// void AddItem(IDataBaseItem* item, bool bRegister = true); int GetItemCount() const { return m_items.size(); } IDataBaseItem* GetItem(int index); void RemoveItem(IDataBaseItem* item); void RemoveAllItems(); IDataBaseItem* FindItem(const QString& name); private: std::vector m_items; }; #endif // CRYINCLUDE_EDITOR_MATERIAL_MATERIALLIBRARY_H