Player.h 2.4 KB

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  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. using namespace Atomic;
  27. namespace AtomicPlayer
  28. {
  29. /// Player subsystem
  30. class Player : public Object
  31. {
  32. ATOMIC_OBJECT(Player, Object);
  33. public:
  34. /// Construct.
  35. Player(Context* context);
  36. /// Destruct.
  37. virtual ~Player();
  38. /// Load a scene file with optional camera specified
  39. Scene* LoadScene(const String& filename, Camera* camera = NULL);
  40. /// Get the number of currently loaded scenes
  41. unsigned GetNumScenes() { return loadedScenes_.Size(); }
  42. /// Get the current scene
  43. Scene* GetCurrentScene() { return currentScene_; }
  44. /// Get the scene loaded at specified index
  45. Scene* GetScene(unsigned index) { return loadedScenes_[index]; }
  46. /// Set the current scene
  47. void SetCurrentScene(Scene* scene, Camera* camera = NULL);
  48. /// Unload a scene
  49. void UnloadScene(Scene* scene);
  50. /// Unload all loaded scenes
  51. void UnloadAllScenes();
  52. /// Get the player default viewport
  53. Viewport* GetViewport() const { return viewport_; }
  54. private:
  55. void HandleExitRequested(StringHash eventType, VariantMap& eventData);
  56. // Strong reference
  57. SharedPtr<Scene> currentScene_;
  58. Vector<SharedPtr<Scene>> loadedScenes_;
  59. SharedPtr<Viewport> viewport_;
  60. };
  61. }