/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #ifndef __scene_H__ #define __scene_H__ #include "core/refcounted.h" #include "core/ptr.h" #include "math/float2.h" #include "appframework/serialization.h" #include "appframework/actor.h" namespace Graphic { class RenderScene; } namespace App { class SceneSerialization; class Scene; class RootActor : public Actor { __DeclareSubClass(RootActor, Actor); public: RootActor(); virtual ~RootActor(); virtual Graphic::RenderScene* GetRenderScene() const; void SetScene(Scene* scene); private: Scene* mScene; }; class Scene : public Core::RefCounted, public App::ISerialization { __DeclareClass(Scene); __ScriptBind public: typedef Graphic::RenderScene::Environment Environment; /// constructor Scene(); /// destructor virtual ~Scene(); //-------------------------------basic----------------------------------------- Graphic::RenderScene* GetRenderScene() const; Environment& GetEnvironment(); const Environment& GetEnvironment() const; bool IsModified(void) const; /// must manual set void SetModified( bool bModified = true ); //---------------------------attribute--------------------------------------------- /** * GetName * @param: void * @return: const Util::String& * @see: * @remark: scene name like: "myscene.scene" will read from scene\myscene.scene(xml) or scene\myscene.scene(bxml) as application set xml read or bxml read or other file storage type "myscene:myscene_1_2.scene" will read from scene\myscene\myscene_1_2.scene(xml|bxml) "myscene:myscene_1_2:myscene_1_2_1_2.scene" will read from scene\myscene\myscene_1_2\myscene_1_2.scene(xml|bxml) the string will long, but i think just one or two layer need */ const Util::String& GetName(void) const; void SetName(const Util::String& name ); // just for query. !!!!!!do not modify this actor. use like AddActor Actor* GetRoot(void) const; //------------------------------actor------------------------------------------ SizeT GetActorCount(void) const; /// 通过索引得到Actor。 const GPtr& GetActor(IndexT index) const; /// find actor by fast ID . if has actor. if not exist, return null const GPtr& FindActor( Actor::FastId fastID ) const; const GPtr& FindActorByTag(App::TagID id) const; void FindActorsByTag(const App::TagID tagID,Util::Array< GPtr >& actors) const; const GPtr& FindActor( const Util::Guid& guid ) const; const GPtr& FindActor( const Util::String& name ) const; IndexT FindActorIndex( Actor::FastId fastID ) const; /// Add Actor in the scene. After add, the index of actor may be change void AddActor( GPtr& pActor ); /// Remove actor from scene. After remove, the index of actor may be change void RemoveActor( IndexT index); void RemoveActor( GPtr& pActor ); //-------------------------ISerialization----------------------------------------------- // @ISerialization::GetVersion. when change storage, must add SerializeVersion count virtual Version GetVersion() const; // @ISerialization::Load virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( AppWriter* pWriter ) const; // internal call. /// create when scene open . before load and othre operation void _Open( bool privateScene ); // called after save and before close void _Close( void ); //-------------------------------------------------------------------------------------- void _ApplyEnvironment(bool apply = false); static void _Load(AppReader* pReader, GPtr& scene, bool privateScene); protected: void _SerializeActorBegin(); void _SerializeActorEnd(); Util::String mName; bool mModified; GPtr mRoot; Graphic::RenderScene* mRenderScene; Graphic::RenderScene::Environment mEnvironment; friend class SceneSerialization; friend class ActorManager; }; //------------------------------------------------------------------------ inline bool Scene::IsModified(void) const { return mModified; } //------------------------------------------------------------------------ inline void Scene::SetModified( bool bModified /*= true*/ ) { mModified = bModified; } //------------------------------------------------------------------------ inline const Util::String& Scene::GetName(void) const { return mName; } //------------------------------------------------------------------------ inline void Scene::SetName(const Util::String& name ) { mName = name; } //------------------------------------------------------------------------ inline Actor* Scene::GetRoot(void) const { return mRoot.get_unsafe(); } //------------------------------------------------------------------------ inline const Scene::Environment& Scene::GetEnvironment() const { return mEnvironment; } //------------------------------------------------------------------------ inline Scene::Environment& Scene::GetEnvironment() { return mEnvironment; } } #endif // __scene_H__