/*==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 . 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==*/ /////////////////////////////////////////////////////////////////////////////// // // // plPipelineCreate Class Header // // Cyan, Inc. // // // // Here's a fun static class. All it does is contain wrapper functions for // // returning pointers to new pipelines of various types. This way, someone // // else, say, plClient, can create a new plDXPipeline without having to // // include every DX header in the known universe. Its messy and there's // // probably a better way to do it with the resource manager, but neither // // Chris nor Matt can tell me what it is, so there. :P // // // // Note: complile-time trick is that the actual functions for these are // // in the pipeline sources themselves. Makes more sense, esp. since we // // then avoid any possible header conflict between the pipelines, should // // one ever exist. // // // //// Version History ////////////////////////////////////////////////////////// // // // 3.8.2001 mcn - Created. // // // /////////////////////////////////////////////////////////////////////////////// #ifndef _plPipelineCreate_h #define _plPipelineCreate_h //// plPipelineCreate Class Definition //////////////////////////////////////// class plPipeline; class plPipelineCreate { protected: static plPipeline *ICreateDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode ); public: static plPipeline *CreatePipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode ) { // Just this for now. Later we'll key off of the devMode return ICreateDXPipeline( hWnd, devMode ); } }; #endif // _plPipelineCreate_h