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RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <cdirector.h>
Public Types | |
| enum | GameState { RUNNING, PAUSED, STOPPED } |
Signals | |
| virtual void | onRunScene (CGameScene *game_scene) |
| virtual void | onPauseScene (CGameScene *game_scene) |
| virtual void | onResumeScene (CGameScene *game_scene) |
| virtual void | onEndScene (CGameScene *game_scene) |
Public Member Functions | |
| CDirector () | |
| CDirector (const CDirector &) | |
| CDirector & | operator= (const CDirector &) |
| GameState | gameState () const |
| CGameScene * | currentGameScene () const |
| virtual void | runWithScene (CGameScene *game_scene) |
| virtual void | pushScene (CGameScene *game_scene) |
| virtual void | popScene () |
| virtual void | replaceScene () |
| virtual void | resume () |
| virtual void | pause () |
| virtual void | step () |
| const std::string & | getActiveCameraId () const |
| CActionManager * | actionManager () const |
| bool | existsCameraWithId (const std::string &camera_id) const |
| CCamera * | getCameraWithId (const std::string &camera_id) const |
| CCamera * | createCamera (const std::string &camera_id) |
| CCamera * | getActiveCamera () const |
| void | resetCameras () |
| CCamera * | setActiveCameraHavingId (const std::string &camera_id) |
| bool | isActiveCameraWithId (const std::string &camera_id) const |
| ~CDirector () | |
Public Member Functions inherited from CObject | |
| 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 () |
Protected Member Functions | |
| virtual void | setGameState (GameState game_state) |
| void | createDefaultCamera () |
| void | releaseCameras () |
Protected Member Functions inherited from CObject | |
| virtual void | copyValuesFromObject (const CObject &object) |
Protected Attributes | |
| GameState | m_gameState |
| CGameScene * | m_gameScene |
| CActionManager * | m_actionManager |
| std::string | m_activeCameraId |
| std::map< std::string, CCamera * > * | m_cameras |
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) |
Controls the lifetime of the running game scene and its behaviour
Definition at line 46 of file cdirector.h.
| enum CDirector::GameState |
| Enumerator | |
|---|---|
| RUNNING | |
| PAUSED | |
| STOPPED | |
Definition at line 50 of file cdirector.h.
| CDirector::CDirector | ( | void | ) |
Definition at line 42 of file cdirector.cpp.
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explicit |
| CDirector::~CDirector | ( | ) |
Definition at line 208 of file cdirector.cpp.
| CActionManager * CDirector::actionManager | ( | ) | const |
Definition at line 51 of file cdirector.cpp.
| CCamera * CDirector::createCamera | ( | const std::string & | camera_id | ) |
Definition at line 91 of file cdirector.cpp.
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protected |
Definition at line 75 of file cdirector.cpp.
| CGameScene * CDirector::currentGameScene | ( | ) | const |
Definition at line 69 of file cdirector.cpp.
| bool CDirector::existsCameraWithId | ( | const std::string & | camera_id | ) | const |
Definition at line 127 of file cdirector.cpp.
| CDirector::GameState CDirector::gameState | ( | ) | const |
Definition at line 57 of file cdirector.cpp.
| CCamera * CDirector::getActiveCamera | ( | ) | const |
Definition at line 133 of file cdirector.cpp.
| const std::string & CDirector::getActiveCameraId | ( | ) | const |
Definition at line 115 of file cdirector.cpp.
| CCamera * CDirector::getCameraWithId | ( | const std::string & | camera_id | ) | const |
Definition at line 105 of file cdirector.cpp.
| bool CDirector::isActiveCameraWithId | ( | const std::string & | camera_id | ) | const |
Definition at line 121 of file cdirector.cpp.
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virtualsignal |
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virtualsignal |
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virtualsignal |
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virtualsignal |
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virtual |
Definition at line 190 of file cdirector.cpp.
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virtual |
TODO Forces the removal of the current game scene (e.g. game over)
Definition at line 171 of file cdirector.cpp.
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virtual |
TODO A queue (LIFO) would be perfect to manage the list of game scenes to reproduce.
Definition at line 165 of file cdirector.cpp.
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protected |
Definition at line 82 of file cdirector.cpp.
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virtual |
Definition at line 177 of file cdirector.cpp.
| void CDirector::resetCameras | ( | ) |
Definition at line 147 of file cdirector.cpp.
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virtual |
Definition at line 183 of file cdirector.cpp.
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virtual |
Definition at line 156 of file cdirector.cpp.
| CCamera * CDirector::setActiveCameraHavingId | ( | const std::string & | camera_id | ) |
Definition at line 139 of file cdirector.cpp.
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protectedvirtual |
Definition at line 63 of file cdirector.cpp.
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virtual |
Performs a step. If you were to cap the game engine to 30FPS, then at least 30 step() calls per second would be needed.
Definition at line 197 of file cdirector.cpp.
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protected |
Definition at line 104 of file cdirector.h.
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protected |
Definition at line 105 of file cdirector.h.
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protected |
Definition at line 106 of file cdirector.h.
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protected |
Definition at line 103 of file cdirector.h.
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protected |
Definition at line 102 of file cdirector.h.