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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>
- using namespace Atomic;
- namespace AtomicPlayer
- {
- /// Player subsystem
- class Player : public Object
- {
- ATOMIC_OBJECT(Player, Object);
- public:
- /// Construct.
- Player(Context* context);
- /// Destruct.
- virtual ~Player();
- /// Load a scene file with optional camera specified
- Scene* LoadScene(const String& filename, Camera* camera = NULL);
- /// Get the number of currently loaded scenes
- unsigned GetNumScenes() { return loadedScenes_.Size(); }
- /// Get the current scene
- Scene* GetCurrentScene() { return currentScene_; }
- /// Get the scene loaded at specified index
- Scene* GetScene(unsigned index) { return loadedScenes_[index]; }
- /// Set the current scene
- void SetCurrentScene(Scene* scene, Camera* camera = NULL);
- /// Unload a scene
- void UnloadScene(Scene* scene);
- /// Unload all loaded scenes
- void UnloadAllScenes();
- /// Get the player default viewport
- Viewport* GetViewport() const { return viewport_; }
- private:
- void HandleExitRequested(StringHash eventType, VariantMap& eventData);
- // Strong reference
- SharedPtr<Scene> currentScene_;
- Vector<SharedPtr<Scene>> loadedScenes_;
- SharedPtr<Viewport> viewport_;
- };
- }
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