// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef IASSETSYSTEM_INCLUDED #define IASSETSYSTEM_INCLUDED #include "Definitions.inl" struct IAssetSystem { virtual IAURenderableMesh* CreateRenderableMeshFromFile( const char* pFilename ) = 0; virtual void DestroyRenderableMesh(IAURenderableMesh* pMesh) = 0; // needed so memory allocation and deletion happens in same DLL virtual const char* GetAssetDirectory() const = 0; virtual ~IAssetSystem() {} }; #endif //IASSETSYSTEM_INCLUDED