RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
CCustomScene Class Reference

#include <ccustomscene.h>

Inheritance diagram for CCustomScene:
CGameScene CObject

Public Member Functions

 CCustomScene ()
 
virtual void preUpdate ()
 
virtual void clear ()
 
virtual void start ()
 
- Public Member Functions inherited from CGameScene
 CGameScene ()
 used to serialize the GameScene More...
 
 CGameScene (const CGameScene &game_scene)
 
CGameSceneoperator= (const CGameScene &game_scene)
 
virtual void copyValuesFromObject (const CGameScene &game_scene)
 
CGameObjectcreateGameObjectWithNode (const std::string &node_id, bool add_to_scene=true, const char *object_type=NULL)
 Creates a GameObject based upon the specified Node id. More...
 
void addGameObject (CGameObject *game_object)
 
const CGameObjectgetGameObject (const std::string &name) const
 
const CGameObjectgetGameObject (uint uid) const
 
std::vector< CGameObject * > * getGameObjects () const
 
CGameObjectgetGameObjectHavingTag (int tag) const
 
bool existsGameObjectWithName (const std::string &name)
 
CGameObjectduplicateGameObject (const CGameObject *game_object)
 
bool removeGameObject (uint uid)
 
void removeGameObjectWhenAble (CGameObject *game_object)
 
virtual void run ()
 
virtual void update ()
 
virtual void postUpdate ()
 
virtual void updateWorld ()
 
virtual void postUpdateWorld ()
 
virtual void deleteWorld ()
 
virtual void performCollisionCallbacks ()
 
QList< CGameObjectgameObjects ()
 
void setGameObjects (QList< CGameObject > game_objects)
 
btDiscreteDynamicsWorld * dynamicsWorld () const
 
virtual ~CGameScene ()
 
- Public Member Functions inherited from CObject
 CObject ()
 
 CObject (const CObject &object)
 
CObjectoperator= (const CObject &object)
 
CObjectretain ()
 
unsigned int release () const
 
CObjectautorelease ()
 
unsigned int retainCount () const
 
bool isValidCObject () const
 
virtual ~CObject ()
 

Additional Inherited Members

- Static Public Member Functions inherited from CObject
static void safeRetain (void *pointer)
 
template<class T >
static void safeRelease (T *pointer)
 
template<class T >
static void safeReleaseArray (T *array)
 
static void safeRelease (const char *pointer)
 
- Protected Member Functions inherited from CGameScene
std::string & createUniqueGameObjectName (std::string &original_name)
 
virtual void stopAllActions ()
 
- Protected Member Functions inherited from CObject
virtual void copyValuesFromObject (const CObject &object)
 
- Protected Attributes inherited from CGameScene
bool m_isRunningUpdateLoops
 
std::vector< CGameObject * > * m_gameObjects
 
std::vector< CGameObject * > * m_gameObjectsPendingToBeAdded
 stores GameObjects added during the update loop More...
 
std::vector< CGameObject * > * m_gameObjectsPendingToBeRemoved
 stores GameObjects removed during the update loop More...
 
btAlignedObjectArray< btCollisionShape * > m_collisionShapes
 
btDefaultCollisionConfiguration * m_collisionConfiguration
 
btCollisionDispatcher * m_dispatcher
 
btBroadphaseInterface * m_overlappingPairCache
 
btSequentialImpulseConstraintSolver * m_solver
 
btDiscreteDynamicsWorld * m_dynamicsWorld
 
- Properties inherited from CGameScene
QList< CGameObjectGameObjects
 

Detailed Description

Since scripting has not been implemented yet, let's create our custom game scene...

Definition at line 41 of file ccustomscene.h.

Constructor & Destructor Documentation

CCustomScene::CCustomScene ( )

Definition at line 37 of file ccustomscene.cpp.

Member Function Documentation

void CCustomScene::clear ( )
virtual

Clears the GameScene

Reimplemented from CGameScene.

Definition at line 109 of file ccustomscene.cpp.

void CCustomScene::preUpdate ( )
virtual

Calls preUpdate() on every CGameObject in the GameScene

Reimplemented from CGameScene.

Definition at line 97 of file ccustomscene.cpp.

void CCustomScene::start ( )
virtual

Reimplemented from CGameScene.

Definition at line 55 of file ccustomscene.cpp.


The documentation for this class was generated from the following files: