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- //
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include <Atomic/Core/Object.h>
- #include <Atomic/Graphics/Viewport.h>
- #include <Atomic/Scene/Scene.h>
- namespace Atomic
- {
- class Texture2D;
- }
- using namespace Atomic;
- namespace AtomicPlayer
- {
- /// Player subsystem
- class Player : public Object
- {
- OBJECT(Player);
- public:
- /// Construct.
- Player(Context* context);
- /// Destruct.
- virtual ~Player();
- void SetRenderToTexture(unsigned width, unsigned height);
- Scene* LoadScene(const String& filename, Camera* camera = NULL);
- Scene* GetCurrentScene() { return currentScene_; }
- Texture2D* GetRenderTexture() const { return renderTexture_; }
- private:
- void HandleExitRequested(StringHash eventType, VariantMap& eventData);
- // Strong reference
- SharedPtr<Scene> currentScene_;
- SharedPtr<Viewport> viewport_;
- /// Renderable texture.
- SharedPtr<Texture2D> renderTexture_;
- /// Depth stencil texture.
- SharedPtr<Texture2D> depthTexture_;
- unsigned renderWidth_;
- unsigned renderHeight_;
- };
- }
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