ScummVM API documentation
Scene.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_SCENE_H
29 #define HPL_SCENE_H
30 
31 #include "hpl1/engine/game/GameTypes.h"
32 #include "hpl1/engine/system/SystemTypes.h"
33 
34 #include "hpl1/engine/game/Updateable.h"
35 #include "hpl1/engine/scene/Camera3D.h"
36 
37 #include "common/list.h"
38 #include "hpl1/engine/resources/MeshLoader.h"
39 
40 namespace hpl {
41 
42 class cAI;
43 class cGraphics;
44 class cResources;
45 class cSystem;
46 class cSound;
47 class cPhysics;
48 class cCollider2D;
49 class iCamera;
50 class cCamera2D;
51 class cUpdater;
52 class cWorld3D;
53 class cWorld2D;
54 
55 typedef Common::List<iCamera *> tCameraList;
56 typedef tCameraList::iterator tCameraListIt;
57 
58 typedef Common::List<cWorld3D *> tWorld3DList;
59 typedef tWorld3DList::iterator tWorld3DListIt;
60 
61 class cScene : public iUpdateable {
62 public:
63  cScene(cGraphics *apGraphics, cResources *apResources, cSound *apSound, cPhysics *apPhysics,
64  cSystem *apSystem, cAI *apAI);
65  ~cScene();
66 
67  void Reset();
68 
72  void UpdateRenderList(float afFrameTime);
76  void Render(cUpdater *apUpdater, float afFrameTime);
77 
78  bool LoadMap2D(tString asFile);
79 
80  void RenderWorld2D(cCamera2D *apCam, cWorld2D *apWorld);
81 
82  void Update(float afTimeStep);
83 
84  void ClearLoadedMaps() { m_setLoadedMaps.clear(); }
85  tStringSet *GetLoadedMapsSet() { return &m_setLoadedMaps; }
86 
87  void SetDrawScene(bool abX);
88  bool GetDrawScene() { return mbDrawScene; }
89 
91 
92  cScriptVar *CreateLocalVar(const tString &asName);
93  cScriptVar *GetLocalVar(const tString &asName);
94  tScriptVarMap *GetLocalVarMap();
95  cScriptVar *CreateGlobalVar(const tString &asName);
96  cScriptVar *GetGlobalVar(const tString &asName);
97  tScriptVarMap *GetGlobalVarMap();
98 
100 
101  cCamera2D *CreateCamera2D(unsigned int alW, unsigned int alH);
102  cCamera3D *CreateCamera3D(eCameraMoveMode aMoveMode);
103 
104  void DestroyCamera(iCamera *apCam);
105 
110  void SetCamera(iCamera *pCam);
111  iCamera *GetCamera() { return mpActiveCamera; }
112  void SetCameraPosition(const cVector3f &avPos);
113  cVector3f GetCameraPosition();
114 
115  void SetCameraIsListener(bool abX) { mbCameraIsListener = abX; }
116 
118 
119  cWorld3D *LoadWorld3D(const tString &asFile, bool abLoadScript, tWorldLoadFlag aFlags);
120  cWorld3D *CreateWorld3D(const tString &asName);
121  void DestroyWorld3D(cWorld3D *apWorld);
122 
123  void SetWorld3D(cWorld3D *apWorld);
124  cWorld3D *GetWorld3D() { return mpCurrentWorld3D; }
125 
126  bool HasLoadedWorld(const tString &asFile);
127 
128  cWorld2D *GetWorld2D() { return mpCurrentWorld2D; }
129  cCollider2D *GetCollider2D() { return mpCollider2D; }
130 
131  void SetUpdateMap(bool abX) { mbUpdateMap = abX; }
132  bool GetUpdateMap() { return mbUpdateMap; }
133 
134  cSystem *GetSystem() { return mpSystem; }
135 
136 private:
137  cGraphics *mpGraphics;
138  cResources *mpResources;
139  cSound *mpSound;
140  cPhysics *mpPhysics;
141  cSystem *mpSystem;
142  cAI *mpAI;
143 
144  cCollider2D *mpCollider2D;
145 
146  bool mbDrawScene;
147  bool mbUpdateMap;
148 
149  tWorld3DList mlstWorld3D;
150  cWorld3D *mpCurrentWorld3D;
151 
152  cWorld2D *mpCurrentWorld2D;
153  tCameraList mlstCamera;
154  iCamera *mpActiveCamera;
155  bool mbCameraIsListener;
156 
157  tScriptVarMap m_mapLocalVars;
158  tScriptVarMap m_mapGlobalVars;
159 
160  tStringSet m_setLoadedMaps;
161 };
162 
163 } // namespace hpl
164 
165 #endif // HPL_SCENE_H
Definition: AI.h:36
Definition: Updater.h:46
Definition: str.h:59
Definition: AI.h:40
Definition: GameTypes.h:36
void UpdateRenderList(float afFrameTime)
Definition: Sound.h:40
Definition: Collider2D.h:48
Definition: World2D.h:64
Definition: World3D.h:179
void SetCamera(iCamera *pCam)
Definition: Physics.h:67
void Render(cUpdater *apUpdater, float afFrameTime)
ListInternal::Iterator< t_T > iterator
Definition: list.h:52
Definition: Updateable.h:35
Definition: Resources.h:160
Definition: System.h:36
Definition: Scene.h:61
Definition: Camera.h:43
Definition: Graphics.h:46
Definition: Camera2D.h:38
Definition: Camera3D.h:53