|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
#ifndef _pyVaultSystemNode_h_
|
|
|
|
#define _pyVaultSystemNode_h_
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// pyVaultSystemNode - a wrapper class to provide interface to the RelVaultNode
|
|
|
|
//
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#include "HeadSpin.h"
|
|
|
|
#include "hsStlUtils.h"
|
|
|
|
|
|
|
|
#include <Python.h>
|
|
|
|
#include "pyGlueHelpers.h"
|
|
|
|
|
|
|
|
#include "pyVaultNode.h"
|
|
|
|
|
|
|
|
struct RelVaultNode;
|
|
|
|
|
|
|
|
class pyVaultSystemNode : public pyVaultNode
|
|
|
|
{
|
|
|
|
protected:
|
|
|
|
// should only be created from C++ side
|
|
|
|
pyVaultSystemNode(RelVaultNode* nfsNode);
|
|
|
|
|
|
|
|
//create from the Python side
|
|
|
|
pyVaultSystemNode();
|
|
|
|
|
|
|
|
public:
|
|
|
|
// required functions for PyObject interoperability
|
|
|
|
PYTHON_CLASS_NEW_FRIEND(ptVaultSystemNode);
|
|
|
|
PYTHON_CLASS_NEW_DEFINITION;
|
|
|
|
static PyObject *New(RelVaultNode* nfsNode);
|
|
|
|
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyVaultSystemNode object
|
|
|
|
PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyVaultSystemNode); // converts a PyObject to a pyVaultSystemNode (throws error if not correct type)
|
|
|
|
|
|
|
|
static void AddPlasmaClasses(PyObject *m);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // _pyVaultSystemNode_h_
|