game-scene.h 2.78 KB
#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