RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
cdirector.h
Go to the documentation of this file.
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2 // RioEngine: The late night Coke -without whores- debugging sessions
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29 
30 #ifndef RIOENGINE_CENGINE_CDIRECTOR_H_
31 #define RIOENGINE_CENGINE_CDIRECTOR_H_
32 
33 #include <map>
34 #include "cengine/cobject.h"
35 #include "cengine/csingleton.h"
36 
37 #define CDIRECTOR CSingleton<CDirector>::getSharedInstance()
38 
39 class CCamera;
40 class CActionManager;
41 class CGameScene;
42 
46 class CDirector : public CObject {
47  Q_OBJECT
48 
49 public:
51 
52  CDirector();
53  explicit CDirector(const CDirector&);
55 
56  GameState gameState() const;
57 
59  virtual void runWithScene(CGameScene* game_scene);
60 
66  virtual void pushScene(CGameScene* game_scene);
67 
71  virtual void popScene();
72  virtual void replaceScene();
73  virtual void resume();
74  virtual void pause();
75 
80  virtual void step();
81 
82  const std::string& getActiveCameraId() const;
83 
85 
86  bool existsCameraWithId (const std::string& camera_id) const;
87  CCamera* getCameraWithId (const std::string& camera_id) const;
88  CCamera* createCamera (const std::string& camera_id);
89  CCamera* getActiveCamera () const;
90  void resetCameras ();
91 
92  CCamera* setActiveCameraHavingId(const std::string& camera_id);
93  bool isActiveCameraWithId (const std::string& camera_id) const;
94 
95  ~CDirector();
96 
97 protected:
98  virtual void setGameState(GameState game_state);
99  void createDefaultCamera();
100  void releaseCameras();
101 
105  std::string m_activeCameraId;
106  std::map<std::string, CCamera*>* m_cameras;
107 
108 signals:
109  virtual void onRunScene (CGameScene* game_scene);
110  virtual void onPauseScene (CGameScene* game_scene);
111  virtual void onResumeScene (CGameScene* game_scene);
112  virtual void onEndScene (CGameScene* game_scene);
113 };
114 
115 #endif // RIOENGINE_CENGINE_CDIRECTOR_H_
virtual void replaceScene()
Definition: cdirector.cpp:177
CGameScene * currentGameScene() const
Definition: cdirector.cpp:69
CCamera * setActiveCameraHavingId(const std::string &camera_id)
Definition: cdirector.cpp:139
void releaseCameras()
Definition: cdirector.cpp:82
virtual void onRunScene(CGameScene *game_scene)
virtual void popScene()
Definition: cdirector.cpp:171
bool existsCameraWithId(const std::string &camera_id) const
Definition: cdirector.cpp:127
virtual void resume()
Definition: cdirector.cpp:183
CActionManager * actionManager() const
Definition: cdirector.cpp:51
virtual void pause()
Definition: cdirector.cpp:190
CCamera * getActiveCamera() const
Definition: cdirector.cpp:133
CCamera * createCamera(const std::string &camera_id)
Definition: cdirector.cpp:91
virtual void onResumeScene(CGameScene *game_scene)
virtual void onPauseScene(CGameScene *game_scene)
std::map< std::string, CCamera * > * m_cameras
Definition: cdirector.h:106
virtual void runWithScene(CGameScene *game_scene)
Definition: cdirector.cpp:156
void resetCameras()
Definition: cdirector.cpp:147
virtual void setGameState(GameState game_state)
Definition: cdirector.cpp:63
virtual void pushScene(CGameScene *game_scene)
Definition: cdirector.cpp:165
void createDefaultCamera()
Definition: cdirector.cpp:75
bool isActiveCameraWithId(const std::string &camera_id) const
Definition: cdirector.cpp:121
const std::string & getActiveCameraId() const
Definition: cdirector.cpp:115
CDirector & operator=(const CDirector &)
CGameScene * m_gameScene
Definition: cdirector.h:103
virtual void step()
Definition: cdirector.cpp:197
GameState gameState() const
Definition: cdirector.cpp:57
std::string m_activeCameraId
Definition: cdirector.h:105
CActionManager * m_actionManager
Definition: cdirector.h:104
CCamera * getCameraWithId(const std::string &camera_id) const
Definition: cdirector.cpp:105
virtual void onEndScene(CGameScene *game_scene)
GameState m_gameState
Definition: cdirector.h:102