/* * 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. // Description : Virtual base class for all derived effects #ifndef CRYINCLUDE_CRYACTION_MATERIALEFFECTS_IMFXEFFECT_H #define CRYINCLUDE_CRYACTION_MATERIALEFFECTS_IMFXEFFECT_H #pragma once #include typedef string TMFXNameId; // we use strings, and with clever assigning we minimize duplicates struct IMFXEffect : public _reference_target_t { enum MFXEffectType { TYPE_DEFAULT = 0, TYPE_PLAYER_FOOTSTEP, TYPE_IMPACT, TYPE_COLLISION, }; virtual ~IMFXEffect() {}; virtual void Execute(const SMFXRunTimeEffectParams& params) = 0; virtual void LoadParamsFromXml(const XmlNodeRef& paramsNode) = 0; virtual void SetCustomParameter(const char* customParameter, const SMFXCustomParamValue& customParameterValue) = 0; virtual void GetResources(SMFXResourceList& resourceList) const = 0; virtual void PreLoadAssets() = 0; virtual void ReleasePreLoadAssets() = 0; virtual void GetMemoryUsage(ICrySizer* pSizer) const = 0; }; #endif // CRYINCLUDE_CRYACTION_MATERIALEFFECTS_IMFXEFFECT_H