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Diff Revisions 336 vs 337 for /trunk/Source Code/Scenes/Headers/Scene.h

Diff revisions: vs.
  @@ -93,22 +93,22 @@
93 93 inline const vectorImpl<Task_ptr>& getTasks() {return _tasks;}
94 94 inline SceneState& state() {return _sceneState;}
95 95 inline SceneRenderState& renderState() {return _sceneState.getRenderState();}
96 - inline SceneGraph* getSceneGraph() {return _sceneGraph;}
96 + inline SceneGraph* getSceneGraph() {return _sceneGraph;}
97 97
98 - void registerTask(Task_ptr taskItem);
98 + void registerTask(Task_ptr taskItem);
99 99 void clearTasks();
100 100 void removeTask(I64 taskGUID);
101 - inline void removeTask(Task_ptr taskItem) {
102 - removeTask(taskItem->getGUID());
103 - }
101 + inline void removeTask(Task_ptr taskItem) {
102 + removeTask(taskItem->getGUID());
103 + }
104 104
105 105 inline void addModel(FileData& model) {_modelDataArray.push(model);}
106 106 inline void addTerrain(TerrainDescriptor* ter) {_terrainInfoArray.push_back(ter);}
107 107 void addPatch(vectorImpl<FileData>& data);
108 108
109 109 SceneGraphNode* addLight(Light* const lightItem, SceneGraphNode* const parentNode = nullptr);
110 - SceneGraphNode* addLight(LightType type, SceneGraphNode* const parentNode = nullptr);
111 - SceneGraphNode* addSky(Sky* const skyItem);
110 + SceneGraphNode* addLight(LightType type, SceneGraphNode* const parentNode = nullptr);
111 + SceneGraphNode* addSky(Sky* const skyItem);
112 112
113 113 inline void cacheResolution(const vec2<U16>& newResolution) {
114 114 _sceneState.getRenderState()._cachedResolution = newResolution;
  @@ -118,18 +118,18 @@
118 118 inline SceneGraphNode* getCurrentSelection() const { return _currentSelection; }
119 119 void findSelection(F32 mouseX, F32 mouseY);
120 120 void deleteSelection();
121 - inline void addSelectionCallback(const DELEGATE_CBK<>& selectionCallback) {
121 + inline void addSelectionCallback(const DELEGATE_CBK<>& selectionCallback) {
122 122 _selectionChangeCallbacks.push_back(selectionCallback);
123 123 }
124 124
125 125 ///call this function if you want to use a more complex rendering callback other than "SceneGraph::render()"
126 - void renderCallback(const DELEGATE_CBK<>& renderCallback) { _renderCallback = renderCallback; }
127 - const DELEGATE_CBK<>& renderCallback() { return _renderCallback; }
126 + void renderCallback(const DELEGATE_CBK<>& renderCallback) { _renderCallback = renderCallback; }
127 + const DELEGATE_CBK<>& renderCallback() { return _renderCallback; }
128 128
129 129 ///Override this if you need a custom physics implementation (idle,update,process,etc)
130 130 virtual PhysicsSceneInterface* createPhysicsImplementation();
131 131
132 - SceneGraphNode* const addParticleEmitter(const stringImpl& name,
132 + SceneGraphNode* const addParticleEmitter(const stringImpl& name,
133 133 const ParticleEmitterDescriptor& descriptor,
134 134 SceneGraphNode* parentNode );
135 135
  @@ -153,10 +153,10 @@
153 153 F32 _LRSpeedFactor;
154 154 ///Current selection
155 155 SceneGraphNode* _currentSelection;
156 - SceneGraphNode* _currentSky;
156 + SceneGraphNode* _currentSky;
157 157 ///This is the rendering function used to override the default one for the renderer.
158 158 ///If this is empty, the renderer will use the scene's scenegraph render function
159 - DELEGATE_CBK<> _renderCallback;
159 + DELEGATE_CBK<> _renderCallback;
160 160
161 161 ///Scene::load must be called by every scene. Add a load flag to make sure!
162 162 bool _loadComplete;
  @@ -170,7 +170,7 @@
170 170 vectorImpl<Task_ptr> _tasks;
171 171 ///Contains all game related info for the scene (wind speed, visibility ranges, etc)
172 172 SceneState _sceneState;
173 - vectorImpl<DELEGATE_CBK<> > _selectionChangeCallbacks;
173 + vectorImpl<DELEGATE_CBK<> > _selectionChangeCallbacks;
174 174
175 175 protected:
176 176
  @@ -260,7 +260,7 @@
260 260 }; //namespace Divide
261 261
262 262 ///usage: REGISTER_SCENE(A,B) where: - A is the scene's class name
263 - /// -B is the name used to refer to that scene in the XML files
263 + /// -B is the name used to refer to that scene in the XML files
264 264 ///Call this function after each scene declaration
265 265 #define REGISTER_SCENE_W_NAME(scene, sceneName) bool scene ## _registered = \
266 266 SceneManager::getOrCreateInstance().registerScene<scene>(#sceneName);