/* 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 .
*
*/
/*
* 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 tCameraList;
typedef tCameraList::iterator tCameraListIt;
typedef Common::List 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