File: Scene.h

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_SCENE_H
#define HPL_SCENE_H

#include "hpl1/engine/game/GameTypes.h"
#include "hpl1/engine/system/SystemTypes.h"

#include "hpl1/engine/game/Updateable.h"
#include "hpl1/engine/scene/Camera3D.h"

#include "common/list.h"
#include "hpl1/engine/resources/MeshLoader.h"

namespace hpl {

class cAI;
class cGraphics;
class cResources;
class cSystem;
class cSound;
class cPhysics;
class cCollider2D;
class iCamera;
class cCamera2D;
class cUpdater;
class cWorld3D;
class cWorld2D;

typedef Common::List<iCamera *> tCameraList;
typedef tCameraList::iterator tCameraListIt;

typedef Common::List<cWorld3D *> tWorld3DList;
typedef tWorld3DList::iterator tWorld3DListIt;

class cScene : public iUpdateable {
public:
	cScene(cGraphics *apGraphics, cResources *apResources, cSound *apSound, cPhysics *apPhysics,
		   cSystem *apSystem, cAI *apAI);
	~cScene();

	void Reset();

	/**
	 * Called by cGame
	 */
	void UpdateRenderList(float afFrameTime);
	/**
	 * Called by cGame
	 */
	void Render(cUpdater *apUpdater, float afFrameTime);

	bool LoadMap2D(tString asFile);

	void RenderWorld2D(cCamera2D *apCam, cWorld2D *apWorld);

	void Update(float afTimeStep);

	void ClearLoadedMaps() { m_setLoadedMaps.clear(); }
	tStringSet *GetLoadedMapsSet() { return &m_setLoadedMaps; }

	void SetDrawScene(bool abX);
	bool GetDrawScene() { return mbDrawScene; }

	///// SCRIPT VAR METHODS ////////////////////

	cScriptVar *CreateLocalVar(const tString &asName);
	cScriptVar *GetLocalVar(const tString &asName);
	tScriptVarMap *GetLocalVarMap();
	cScriptVar *CreateGlobalVar(const tString &asName);
	cScriptVar *GetGlobalVar(const tString &asName);
	tScriptVarMap *GetGlobalVarMap();

	///// CAMERA 2D METHODS ////////////////////

	cCamera2D *CreateCamera2D(unsigned int alW, unsigned int alH);
	cCamera3D *CreateCamera3D(eCameraMoveMode aMoveMode);

	void DestroyCamera(iCamera *apCam);

	/**
	 * This sets the current camera, depending on this one is 2D or 3D a 2D or 3D world will be rendered.
	 * \param pCam
	 */
	void SetCamera(iCamera *pCam);
	iCamera *GetCamera() { return mpActiveCamera; }
	void SetCameraPosition(const cVector3f &avPos);
	cVector3f GetCameraPosition();

	void SetCameraIsListener(bool abX) { mbCameraIsListener = abX; }

	///// WORLD METHODS ////////////////////

	cWorld3D *LoadWorld3D(const tString &asFile, bool abLoadScript, tWorldLoadFlag aFlags);
	cWorld3D *CreateWorld3D(const tString &asName);
	void DestroyWorld3D(cWorld3D *apWorld);

	void SetWorld3D(cWorld3D *apWorld);
	cWorld3D *GetWorld3D() { return mpCurrentWorld3D; }

	bool HasLoadedWorld(const tString &asFile);

	cWorld2D *GetWorld2D() { return mpCurrentWorld2D; }
	cCollider2D *GetCollider2D() { return mpCollider2D; }

	void SetUpdateMap(bool abX) { mbUpdateMap = abX; }
	bool GetUpdateMap() { return mbUpdateMap; }

	cSystem *GetSystem() { return mpSystem; }

private:
	cGraphics *mpGraphics;
	cResources *mpResources;
	cSound *mpSound;
	cPhysics *mpPhysics;
	cSystem *mpSystem;
	cAI *mpAI;

	cCollider2D *mpCollider2D;

	bool mbDrawScene;
	bool mbUpdateMap;

	tWorld3DList mlstWorld3D;
	cWorld3D *mpCurrentWorld3D;

	cWorld2D *mpCurrentWorld2D;
	tCameraList mlstCamera;
	iCamera *mpActiveCamera;
	bool mbCameraIsListener;

	tScriptVarMap m_mapLocalVars;
	tScriptVarMap m_mapGlobalVars;

	tStringSet m_setLoadedMaps;
};

} // namespace hpl

#endif // HPL_SCENE_H