Usually we do the first. i.e. direct reference to the property class. But in the equivalent property (don't forget to add that!) we accept the most flexible form with 'entity', 'name', and 'tag'.
Greetings, On Tue, Jun 3, 2008 at 3:46 AM, Amir Taaki <[EMAIL PROTECTED]> wrote: > What is the best way for a function in an interface to take as an argument, a > property class? > > void AcceptComponent (iPcComponent* pc) = 0; > // false on failure > bool AcceptComponent (const char* name, const char* tag = 0) = 0; > bool AcceptComponent (const char* entity, const char* name, const char* tag > = 0) = 0; > bool AcceptComponent (iCelEntity* ent, const char* name, const char* tag = > 0) = 0; > > Should it have all those functions? Or just the first? > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Cel-main mailing list > Cel-main@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/cel-main > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Visit my town at http://waldir.myminicity.com/ ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main