/* 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