31 #include "hpl1/engine/game/GameTypes.h" 32 #include "hpl1/engine/system/SystemTypes.h" 34 #include "hpl1/engine/game/Updateable.h" 35 #include "hpl1/engine/scene/Camera3D.h" 37 #include "common/list.h" 38 #include "hpl1/engine/resources/MeshLoader.h" 82 void Update(
float afTimeStep);
84 void ClearLoadedMaps() { m_setLoadedMaps.clear(); }
85 tStringSet *GetLoadedMapsSet() {
return &m_setLoadedMaps; }
87 void SetDrawScene(
bool abX);
88 bool GetDrawScene() {
return mbDrawScene; }
101 cCamera2D *CreateCamera2D(
unsigned int alW,
unsigned int alH);
102 cCamera3D *CreateCamera3D(eCameraMoveMode aMoveMode);
104 void DestroyCamera(
iCamera *apCam);
111 iCamera *GetCamera() {
return mpActiveCamera; }
112 void SetCameraPosition(
const cVector3f &avPos);
115 void SetCameraIsListener(
bool abX) { mbCameraIsListener = abX; }
119 cWorld3D *LoadWorld3D(
const tString &asFile,
bool abLoadScript, tWorldLoadFlag aFlags);
121 void DestroyWorld3D(
cWorld3D *apWorld);
124 cWorld3D *GetWorld3D() {
return mpCurrentWorld3D; }
126 bool HasLoadedWorld(
const tString &asFile);
128 cWorld2D *GetWorld2D() {
return mpCurrentWorld2D; }
129 cCollider2D *GetCollider2D() {
return mpCollider2D; }
131 void SetUpdateMap(
bool abX) { mbUpdateMap = abX; }
132 bool GetUpdateMap() {
return mbUpdateMap; }
134 cSystem *GetSystem() {
return mpSystem; }
149 tWorld3DList mlstWorld3D;
153 tCameraList mlstCamera;
155 bool mbCameraIsListener;
165 #endif // HPL_SCENE_H
Definition: GameTypes.h:36
void UpdateRenderList(float afFrameTime)
Definition: Collider2D.h:48
Definition: World3D.h:179
void SetCamera(iCamera *pCam)
void Render(cUpdater *apUpdater, float afFrameTime)
ListInternal::Iterator< t_T > iterator
Definition: list.h:52
Definition: Updateable.h:35
Definition: Resources.h:160
Definition: Graphics.h:46
Definition: Camera2D.h:38
Definition: Camera3D.h:53