Skylicht Engine
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CZone.h
1/*
2!@
3MIT License
4
5Copyright (c) 2019 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "CContainerObject.h"
28#include "Entity/CEntityManager.h"
29
30namespace Skylicht
31{
32 class CScene;
33
36 class SKYLICHT_API CZone : public CContainerObject
37 {
38 protected:
39 CEntityManager* m_entityManager;
40 CScene* m_scene;
41 bool m_mainZoneInEditor;
42
43 public:
44 CZone(CScene* scene);
45 virtual ~CZone();
46 virtual void remove();
47 virtual void updateObject();
48 virtual void endUpdate();
49 virtual CGameObject* searchObjectInScene(const wchar_t* objectName);
50 virtual bool testConflictName(const wchar_t* objectName);
51
52 DECLARE_GETTYPENAME(CZone)
53
54 public:
55
56 inline CEntityManager* getEntityManager()
57 {
58 return m_entityManager;
59 }
60
61 inline CScene* getScene()
62 {
63 return m_scene;
64 }
65
66 inline void setMainZoneInEditor(bool b)
67 {
68 m_mainZoneInEditor = b;
69 }
70
71 inline bool isMainZoneInEditor()
72 {
73 return m_mainZoneInEditor;
74 }
75 };
76
77 typedef std::vector<CZone*> ArrayZone;
78 typedef std::vector<CZone*>::iterator ArrayZoneIter;
79}
This object class manages all entities within a scene.
Definition CEntityManager.h:89
This object class stores information for a GameObject.
Definition CGameObject.h:52
This object class manages all other objects, it represents the data of a scene.
Definition CScene.h:103
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees a...
Definition CIndexBuffer.h:13