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Copy pathBSEffectShaderPropertyFloatController.cpp
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117 lines (81 loc) · 3.6 KB
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/* Copyright (c) 2006, NIF File Format Library and Tools
All rights reserved. Please see niflib.h for license. */
//-----------------------------------NOTICE----------------------------------//
// Some of this file is automatically filled in by a Python script. Only //
// add custom code in the designated areas or it will be overwritten during //
// the next update. //
//-----------------------------------NOTICE----------------------------------//
//--BEGIN FILE HEAD CUSTOM CODE--//
//--END CUSTOM CODE--//
#include "../../include/FixLink.h"
#include "../../include/ObjectRegistry.h"
#include "../../include/NIF_IO.h"
#include "../../include/obj/BSEffectShaderPropertyFloatController.h"
using namespace Niflib;
//Definition of TYPE constant
const Type BSEffectShaderPropertyFloatController::TYPE("BSEffectShaderPropertyFloatController", &NiFloatInterpController::TYPE );
BSEffectShaderPropertyFloatController::BSEffectShaderPropertyFloatController() : targetVariable(ESCV_EMISSIVEMULTIPLE) {
//--BEGIN CONSTRUCTOR CUSTOM CODE--//
//--END CUSTOM CODE--//
}
BSEffectShaderPropertyFloatController::~BSEffectShaderPropertyFloatController() {
//--BEGIN DESTRUCTOR CUSTOM CODE--//
//--END CUSTOM CODE--//
}
const Type & BSEffectShaderPropertyFloatController::GetType() const {
return TYPE;
}
NiObject * BSEffectShaderPropertyFloatController::Create() {
return new BSEffectShaderPropertyFloatController;
}
void BSEffectShaderPropertyFloatController::Read( istream& in, list<unsigned int> & link_stack, const NifInfo & info ) {
//--BEGIN PRE-READ CUSTOM CODE--//
//--END CUSTOM CODE--//
NiFloatInterpController::Read( in, link_stack, info );
NifStream( targetVariable, in, info );
//--BEGIN POST-READ CUSTOM CODE--//
//--END CUSTOM CODE--//
}
void BSEffectShaderPropertyFloatController::Write( ostream& out, const map<NiObjectRef,unsigned int> & link_map, list<NiObject *> & missing_link_stack, const NifInfo & info ) const {
//--BEGIN PRE-WRITE CUSTOM CODE--//
//--END CUSTOM CODE--//
NiFloatInterpController::Write( out, link_map, missing_link_stack, info );
NifStream( targetVariable, out, info );
//--BEGIN POST-WRITE CUSTOM CODE--//
//--END CUSTOM CODE--//
}
std::string BSEffectShaderPropertyFloatController::asString( bool verbose ) const {
//--BEGIN PRE-STRING CUSTOM CODE--//
//--END CUSTOM CODE--//
stringstream out;
out << NiFloatInterpController::asString();
out << " Target Variable: " << targetVariable << endl;
return out.str();
//--BEGIN POST-STRING CUSTOM CODE--//
//--END CUSTOM CODE--//
}
void BSEffectShaderPropertyFloatController::FixLinks( const map<unsigned int,NiObjectRef> & objects, list<unsigned int> & link_stack, list<NiObjectRef> & missing_link_stack, const NifInfo & info ) {
//--BEGIN PRE-FIXLINKS CUSTOM CODE--//
//--END CUSTOM CODE--//
NiFloatInterpController::FixLinks( objects, link_stack, missing_link_stack, info );
//--BEGIN POST-FIXLINKS CUSTOM CODE--//
//--END CUSTOM CODE--//
}
std::list<NiObjectRef> BSEffectShaderPropertyFloatController::GetRefs() const {
list<Ref<NiObject> > refs;
refs = NiFloatInterpController::GetRefs();
return refs;
}
std::list<NiObject *> BSEffectShaderPropertyFloatController::GetPtrs() const {
list<NiObject *> ptrs;
ptrs = NiFloatInterpController::GetPtrs();
return ptrs;
}
//--BEGIN MISC CUSTOM CODE--//
EffectShaderControlledVariable BSEffectShaderPropertyFloatController::GetTargetVariable() const {
return targetVariable;
}
void BSEffectShaderPropertyFloatController::SetTargetVariable(EffectShaderControlledVariable value) {
targetVariable = value;
}
//--END CUSTOM CODE--//