game-scene.h
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#ifndef GAME_SCENE_H
#define GAME_SCENE_H
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <inttypes.h>
#include <stdint.h>
#include <vector>
#include "game-camera.h"
#include "game-container.h"
#include "game-utils.h"
#include <dali/public-api/actors/actor.h>
#include <dali/public-api/adaptor-framework/window.h>
class GameCamera;
class GameEntity;
class GameTexture;
class GameModel;
/**
* Container based types owning heap allocated data of specifed types
*/
typedef GameContainer<GameEntity*> EntityArray;
typedef GameContainer<GameTexture*> TextureArray;
typedef GameContainer<GameModel*> ModelArray;
class GameScene
{
public:
/**
* Creates an instance of the GameScene
*/
GameScene();
/**
* Destroys an instance of the GameScene
*/
~GameScene();
/**
* Loads scene from formatted JSON file, returns true on success
*
* @param[in] window The window to load the scene on
* @param[in] filename Path to the scene file
* @return true if suceess
*/
bool Load(Dali::Window window, const char* filename);
/**
* Loads resource ( model or texture ) or gets if from cache if already loaded
* @param[in] filename Path to the resource file
* @param[in] cache Reference to the cache array to be used
* @return Pointer to the resource or NULL otherwise
*/
template<typename T>
T* GetResource(const char* filename, GameContainer<T*>& cache);
/**
* Returns scene root actor
* @return Parent actor of the whole game scene
*/
Dali::Actor& GetRootActor();
private:
EntityArray mEntities;
GameCamera mCamera;
// internal scene cache
ModelArray mModelCache;
TextureArray mTextureCache;
Dali::Actor mRootActor;
};
template<typename T>
T* GameScene::GetResource(const char* filename, GameContainer<T*>& cache)
{
std::string path(DEMO_GAME_DIR);
path += "/";
path += filename;
uint32_t hash(GameUtils::HashString(path.c_str()));
for(typename GameContainer<T*>::Iterator iter = cache.Begin(); iter != cache.End(); ++iter)
{
if((*iter)->GetUniqueId() == hash)
{
return (*iter);
}
}
// load resource
T* resource = new T(path.c_str());
if(!resource->IsReady())
{
return NULL;
}
cache.PushBack(resource);
return resource;
}
#endif