Scene.cpp 6.0 KB

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  1. #include "Scene.h"
  2. Scene * Scene::smRootScene = nullptr;
  3. Vector<Scene*> Scene::smSceneList;
  4. IMPLEMENT_CO_NETOBJECT_V1(Scene);
  5. Scene::Scene() :
  6. mIsSubScene(false),
  7. mParentScene(nullptr),
  8. mSceneId(-1),
  9. mIsEditing(false),
  10. mIsDirty(false)
  11. {
  12. mGameModeName = StringTable->EmptyString();
  13. }
  14. Scene::~Scene()
  15. {
  16. }
  17. void Scene::initPersistFields()
  18. {
  19. Parent::initPersistFields();
  20. addGroup("Internal");
  21. addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  22. addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  23. addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  24. endGroup("Internal");
  25. addGroup("Gameplay");
  26. addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
  27. endGroup("Gameplay");
  28. }
  29. bool Scene::onAdd()
  30. {
  31. if (!Parent::onAdd())
  32. return false;
  33. smSceneList.push_back(this);
  34. mSceneId = smSceneList.size() - 1;
  35. /*if (smRootScene == nullptr)
  36. {
  37. //we're the first scene, so we're the root. woo!
  38. smRootScene = this;
  39. }
  40. else
  41. {
  42. mIsSubScene = true;
  43. smRootScene->mSubScenes.push_back(this);
  44. }*/
  45. return true;
  46. }
  47. void Scene::onRemove()
  48. {
  49. Parent::onRemove();
  50. smSceneList.remove(this);
  51. mSceneId = -1;
  52. /*if (smRootScene == this)
  53. {
  54. for (U32 i = 0; i < mSubScenes.size(); i++)
  55. {
  56. mSubScenes[i]->deleteObject();
  57. }
  58. }
  59. else if (smRootScene != nullptr)
  60. {
  61. for (U32 i = 0; i < mSubScenes.size(); i++)
  62. {
  63. if(mSubScenes[i]->getId() == getId())
  64. smRootScene->mSubScenes.erase(i);
  65. }
  66. }*/
  67. }
  68. void Scene::onPostAdd()
  69. {
  70. if (isMethod("onPostAdd"))
  71. Con::executef(this, "onPostAdd");
  72. }
  73. void Scene::addObject(SimObject* object)
  74. {
  75. //Child scene
  76. Scene* scene = dynamic_cast<Scene*>(object);
  77. if (scene)
  78. {
  79. //We'll keep these principly separate so they don't get saved into each other
  80. mSubScenes.push_back(scene);
  81. return;
  82. }
  83. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  84. if (sceneObj)
  85. {
  86. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  87. mPermanentObjects.push_back(sceneObj);
  88. Parent::addObject(object);
  89. return;
  90. }
  91. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  92. Parent::addObject(object);
  93. }
  94. void Scene::removeObject(SimObject* object)
  95. {
  96. //Child scene
  97. Scene* scene = dynamic_cast<Scene*>(object);
  98. if (scene)
  99. {
  100. //We'll keep these principly separate so they don't get saved into each other
  101. mSubScenes.remove(scene);
  102. return;
  103. }
  104. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  105. if (sceneObj)
  106. {
  107. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  108. mPermanentObjects.remove(sceneObj);
  109. Parent::removeObject(object);
  110. return;
  111. }
  112. Parent::removeObject(object);
  113. }
  114. void Scene::addDynamicObject(SceneObject* object)
  115. {
  116. mDynamicObjects.push_back(object);
  117. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  118. Parent::addObject(object);
  119. }
  120. void Scene::removeDynamicObject(SceneObject* object)
  121. {
  122. mDynamicObjects.remove(object);
  123. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  124. Parent::removeObject(object);
  125. }
  126. void Scene::interpolateTick(F32 delta)
  127. {
  128. }
  129. void Scene::processTick()
  130. {
  131. }
  132. void Scene::advanceTime(F32 timeDelta)
  133. {
  134. }
  135. U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  136. {
  137. bool ret = Parent::packUpdate(conn, mask, stream);
  138. return ret;
  139. }
  140. void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
  141. {
  142. }
  143. //
  144. Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
  145. {
  146. return Vector<SceneObject*>();
  147. }
  148. DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
  149. "Get the root Scene object that is loaded.\n"
  150. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  151. {
  152. if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
  153. return nullptr;
  154. return Scene::smSceneList[sceneId];
  155. }
  156. DefineEngineFunction(getSceneCount, S32, (),,
  157. "Get the number of active Scene objects that are loaded.\n"
  158. "@return The number of active scenes")
  159. {
  160. return Scene::smSceneList.size();
  161. }
  162. DefineEngineFunction(getRootScene, S32, (), ,
  163. "Get the root Scene object that is loaded.\n"
  164. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  165. {
  166. Scene* root = Scene::getRootScene();
  167. if (root)
  168. return root->getId();
  169. return 0;
  170. }
  171. DefineEngineMethod(Scene, getRootScene, S32, (),,
  172. "Get the root Scene object that is loaded.\n"
  173. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  174. {
  175. Scene* root = Scene::getRootScene();
  176. if (root)
  177. return root->getId();
  178. return 0;
  179. }
  180. DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  181. "Get the root Scene object that is loaded.\n"
  182. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  183. {
  184. object->addDynamicObject(sceneObj);
  185. }
  186. DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  187. "Get the root Scene object that is loaded.\n"
  188. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  189. {
  190. object->removeDynamicObject(sceneObj);
  191. }
  192. DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
  193. "Get the root Scene object that is loaded.\n"
  194. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  195. {
  196. if (className == String::EmptyString)
  197. return "";
  198. //return object->getObjectsByClass(className);
  199. return "";
  200. }