RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <ccustomscene.h>
Public Member Functions | |
CCustomScene () | |
virtual void | preUpdate () |
virtual void | clear () |
virtual void | start () |
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CGameScene () | |
used to serialize the GameScene More... | |
CGameScene (const CGameScene &game_scene) | |
CGameScene & | operator= (const CGameScene &game_scene) |
virtual void | copyValuesFromObject (const CGameScene &game_scene) |
CGameObject * | createGameObjectWithNode (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 CGameObject * | getGameObject (const std::string &name) const |
const CGameObject * | getGameObject (uint uid) const |
std::vector< CGameObject * > * | getGameObjects () const |
CGameObject * | getGameObjectHavingTag (int tag) const |
bool | existsGameObjectWithName (const std::string &name) |
CGameObject * | duplicateGameObject (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< CGameObject > | gameObjects () |
void | setGameObjects (QList< CGameObject > game_objects) |
btDiscreteDynamicsWorld * | dynamicsWorld () const |
virtual | ~CGameScene () |
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CObject () | |
CObject (const CObject &object) | |
CObject & | operator= (const CObject &object) |
CObject * | retain () |
unsigned int | release () const |
CObject * | autorelease () |
unsigned int | retainCount () const |
bool | isValidCObject () const |
virtual | ~CObject () |
Additional Inherited Members | |
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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) |
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std::string & | createUniqueGameObjectName (std::string &original_name) |
virtual void | stopAllActions () |
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virtual void | copyValuesFromObject (const CObject &object) |
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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 |
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QList< CGameObject > | GameObjects |
Since scripting has not been implemented yet, let's create our custom game scene...
Definition at line 41 of file ccustomscene.h.
CCustomScene::CCustomScene | ( | ) |
Definition at line 37 of file ccustomscene.cpp.
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virtual |
Clears the GameScene
Reimplemented from CGameScene.
Definition at line 109 of file ccustomscene.cpp.
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virtual |
Calls preUpdate() on every CGameObject in the GameScene
Reimplemented from CGameScene.
Definition at line 97 of file ccustomscene.cpp.
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virtual |
Reimplemented from CGameScene.
Definition at line 55 of file ccustomscene.cpp.