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// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
//
// THE CONTENTS OF THIS FILE IS GENERATED BY CODE AND
// ANY MODIFICATIONS WILL BE OVERWRITTEN
//
// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
// %BANNER_BEGIN%
// ---------------------------------------------------------------------
// %COPYRIGHT_BEGIN%
//
// Copyright (c) 2018 Magic Leap, Inc. All Rights Reserved.
// Use of this file is governed by the Creator Agreement, located
// here: https://id.magicleap.com/creator-terms
//
// %COPYRIGHT_END%
// ---------------------------------------------------------------------
// %BANNER_END%
// %SRC_VERSION%: 1
#pragma once
#include <lumin/node/Node.h>
class SceneDescriptor;
class SpawnedSceneHandlers;
struct SpawnedSceneUserData;
struct SpawnedSceneBase {
SpawnedSceneBase(const SceneDescriptor &sd, lumin::Node* rt);
virtual ~SpawnedSceneBase();
SpawnedSceneBase() = delete;
SpawnedSceneBase(const SpawnedSceneBase&) = delete;
SpawnedSceneBase(const SpawnedSceneBase&&) = delete;
const SceneDescriptor& sceneDescriptor;
lumin::Node* root = nullptr;
SpawnedSceneHandlers* handlers = nullptr;
SpawnedSceneUserData* userData = nullptr;
};
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