Skylicht Engine
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Scene
CScene.h
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/*
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!@
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MIT License
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Copyright (c) 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "GameObject/CZone.h"
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#include "Entity/CEntityManager.h"
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#include "EventManager/CEventManager.h"
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#include "RenderPipeline/CForwardRP.h"
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#include "RenderPipeline/CDeferredRP.h"
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namespace
Skylicht
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{
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class
SKYLICHT_API CScene :
public
IEventReceiver
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{
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protected
:
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std::wstring m_name;
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std::string m_namec;
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ArrayZone m_zones;
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CEntityManager
* m_entityManager;
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typedef
std::pair<std::string, IEventReceiver*> eventType;
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std::vector<eventType> m_eventReceivers;
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public
:
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CScene();
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virtual
~CScene();
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void
releaseScene();
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inline
void
setName(
const
wchar_t
* lpName)
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{
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m_name = lpName;
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}
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void
setName(
const
char
* lpName);
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const
char
* getNameA();
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inline
const
wchar_t
* getName()
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{
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return
m_name.c_str();
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}
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void
setVisibleAllZone(
bool
b);
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void
updateAddRemoveObject();
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void
updateIndexSearchObject();
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virtual
CGameObject
* searchObjectInChild(
const
wchar_t
* name);
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virtual
CGameObject
* searchObjectInChildByID(
const
char
*
id
);
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virtual
CEntity
* searchEntityInChildByID(
const
char
*
id
);
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u32
searchObjectByCullingLayer(ArrayGameObject& result,
u32
mask);
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virtual
CZone
* createZone();
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virtual
void
removeZone(
CGameObject
* zone);
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inline
CEntityManager
* getEntityManager()
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{
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return
m_entityManager;
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}
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inline
int
getZoneCount()
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{
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return
(
int
)m_zones.size();
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}
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inline
CZone
* getZone(
int
i)
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{
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return
m_zones[i];
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}
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inline
ArrayZone* getAllZone()
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{
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return
&m_zones;
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}
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void
bringToNext(
CZone
*
object
,
CZone
* target,
bool
behind);
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CZone
* getZoneBefore(
CZone
*
object
);
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void
registerEvent(
const
char
* name,
IEventReceiver
* pEvent);
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void
unRegisterEvent(
IEventReceiver
* pEvent);
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virtual
bool
OnEvent
(
const
SEvent
& event);
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virtual
void
update();
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CObjectSerializable
* createSerializable();
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void
loadSerializable(
CObjectSerializable
*
object
);
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DECLARE_GETTYPENAME(CScene)
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};
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}
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityManager
This object class manages all entities within a scene.
Definition
CEntityManager.h:89
Skylicht::CGameObject
This object class stores information for a GameObject.
Definition
CGameObject.h:52
Skylicht::CObjectSerializable
Definition
CObjectSerializable.h:36
Skylicht::CScene::OnEvent
virtual bool OnEvent(const SEvent &event)
Called if an event happened.
Skylicht::CZone
It's the primary container object for the CScene; all CGameObject have a CZone as their root parent.
Definition
CZone.h:37
irr::IEventReceiver
Interface of an object which can receive events.
Definition
IEventReceiver.h:474
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::u32
unsigned int u32
32 bit unsigned variable.
Definition
irrTypes.h:58
irr::SEvent
SEvents hold information about an event. See irr::IEventReceiver for details on event handling.
Definition
IEventReceiver.h:273
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