166 lines
4.2 KiB
C++
166 lines
4.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_SCENE_H
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#define HPL_SCENE_H
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#include "hpl1/engine/game/GameTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "hpl1/engine/game/Updateable.h"
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#include "hpl1/engine/scene/Camera3D.h"
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#include "common/list.h"
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#include "hpl1/engine/resources/MeshLoader.h"
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namespace hpl {
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class cAI;
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class cGraphics;
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class cResources;
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class cSystem;
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class cSound;
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class cPhysics;
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class cCollider2D;
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class iCamera;
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class cCamera2D;
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class cUpdater;
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class cWorld3D;
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class cWorld2D;
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typedef Common::List<iCamera *> tCameraList;
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typedef tCameraList::iterator tCameraListIt;
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typedef Common::List<cWorld3D *> tWorld3DList;
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typedef tWorld3DList::iterator tWorld3DListIt;
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class cScene : public iUpdateable {
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public:
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cScene(cGraphics *apGraphics, cResources *apResources, cSound *apSound, cPhysics *apPhysics,
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cSystem *apSystem, cAI *apAI);
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~cScene();
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void Reset();
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/**
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* Called by cGame
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*/
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void UpdateRenderList(float afFrameTime);
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/**
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* Called by cGame
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*/
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void Render(cUpdater *apUpdater, float afFrameTime);
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bool LoadMap2D(tString asFile);
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void RenderWorld2D(cCamera2D *apCam, cWorld2D *apWorld);
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void Update(float afTimeStep);
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void ClearLoadedMaps() { m_setLoadedMaps.clear(); }
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tStringSet *GetLoadedMapsSet() { return &m_setLoadedMaps; }
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void SetDrawScene(bool abX);
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bool GetDrawScene() { return mbDrawScene; }
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///// SCRIPT VAR METHODS ////////////////////
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cScriptVar *CreateLocalVar(const tString &asName);
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cScriptVar *GetLocalVar(const tString &asName);
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tScriptVarMap *GetLocalVarMap();
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cScriptVar *CreateGlobalVar(const tString &asName);
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cScriptVar *GetGlobalVar(const tString &asName);
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tScriptVarMap *GetGlobalVarMap();
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///// CAMERA 2D METHODS ////////////////////
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cCamera2D *CreateCamera2D(unsigned int alW, unsigned int alH);
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cCamera3D *CreateCamera3D(eCameraMoveMode aMoveMode);
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void DestroyCamera(iCamera *apCam);
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/**
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* This sets the current camera, depending on this one is 2D or 3D a 2D or 3D world will be rendered.
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* \param pCam
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*/
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void SetCamera(iCamera *pCam);
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iCamera *GetCamera() { return mpActiveCamera; }
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void SetCameraPosition(const cVector3f &avPos);
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cVector3f GetCameraPosition();
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void SetCameraIsListener(bool abX) { mbCameraIsListener = abX; }
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///// WORLD METHODS ////////////////////
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cWorld3D *LoadWorld3D(const tString &asFile, bool abLoadScript, tWorldLoadFlag aFlags);
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cWorld3D *CreateWorld3D(const tString &asName);
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void DestroyWorld3D(cWorld3D *apWorld);
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void SetWorld3D(cWorld3D *apWorld);
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cWorld3D *GetWorld3D() { return mpCurrentWorld3D; }
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bool HasLoadedWorld(const tString &asFile);
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cWorld2D *GetWorld2D() { return mpCurrentWorld2D; }
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cCollider2D *GetCollider2D() { return mpCollider2D; }
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void SetUpdateMap(bool abX) { mbUpdateMap = abX; }
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bool GetUpdateMap() { return mbUpdateMap; }
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cSystem *GetSystem() { return mpSystem; }
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private:
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cGraphics *mpGraphics;
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cResources *mpResources;
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cSound *mpSound;
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cPhysics *mpPhysics;
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cSystem *mpSystem;
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cAI *mpAI;
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cCollider2D *mpCollider2D;
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bool mbDrawScene;
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bool mbUpdateMap;
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tWorld3DList mlstWorld3D;
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cWorld3D *mpCurrentWorld3D;
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cWorld2D *mpCurrentWorld2D;
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tCameraList mlstCamera;
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iCamera *mpActiveCamera;
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bool mbCameraIsListener;
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tScriptVarMap m_mapLocalVars;
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tScriptVarMap m_mapGlobalVars;
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tStringSet m_setLoadedMaps;
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};
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} // namespace hpl
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#endif // HPL_SCENE_H
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