Player.h 2.1 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576
  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Core/Object.h>
  24. #include <Atomic/Graphics/Viewport.h>
  25. #include <Atomic/Scene/Scene.h>
  26. namespace Atomic
  27. {
  28. class Texture2D;
  29. }
  30. using namespace Atomic;
  31. namespace AtomicPlayer
  32. {
  33. /// Player subsystem
  34. class Player : public Object
  35. {
  36. OBJECT(Player);
  37. public:
  38. /// Construct.
  39. Player(Context* context);
  40. /// Destruct.
  41. virtual ~Player();
  42. void SetRenderToTexture(unsigned width, unsigned height);
  43. Scene* LoadScene(const String& filename, Camera* camera = NULL);
  44. Scene* GetCurrentScene() { return currentScene_; }
  45. Texture2D* GetRenderTexture() const { return renderTexture_; }
  46. private:
  47. void HandleExitRequested(StringHash eventType, VariantMap& eventData);
  48. // Strong reference
  49. SharedPtr<Scene> currentScene_;
  50. SharedPtr<Viewport> viewport_;
  51. /// Renderable texture.
  52. SharedPtr<Texture2D> renderTexture_;
  53. /// Depth stencil texture.
  54. SharedPtr<Texture2D> depthTexture_;
  55. unsigned renderWidth_;
  56. unsigned renderHeight_;
  57. };
  58. }