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/****************************************************************************
Copyright ( c ) 2008 - 2010 Ricardo Quesada
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Copyright ( c ) 2010 - 2012 cocos2d - x . org
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Copyright ( c ) 2011 Zynga Inc .
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Copyright ( c ) 2013 - 2014 Chukong Technologies Inc .
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http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the " Software " ) , to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is
furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __CCSCENE_H__
# define __CCSCENE_H__
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# include <string>
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# include "2d/CCNode.h"
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NS_CC_BEGIN
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class Camera ;
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class BaseLight ;
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class Renderer ;
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class EventListenerCustom ;
class EventCustom ;
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# if CC_USE_PHYSICS
class PhysicsWorld ;
# endif
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# if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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class Physics3DWorld ;
# endif
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# if CC_USE_NAVMESH
class NavMesh ;
# endif
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/**
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* @ addtogroup _2d
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* @ {
*/
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/** @class Scene
* @ brief Scene is a subclass of Node that is used only as an abstract concept .
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Scene and Node are almost identical with the difference that Scene has its
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anchor point ( by default ) at the center of the screen .
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For the moment Scene has no other logic than that , but in future releases it might have
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additional logic .
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It is a good practice to use a Scene as the parent of all your nodes .
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Scene will create a default camera for you .
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*/
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class CC_DLL Scene : public Node
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{
public :
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/** Creates a new Scene object.
*
* @ return An autoreleased Scene object .
*/
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static Scene * create ( ) ;
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/** Creates a new Scene object with a predefined Size.
*
* @ param size The predefined size of scene .
* @ return An autoreleased Scene object .
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* @ js NA
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*/
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static Scene * createWithSize ( const Size & size ) ;
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using Node : : addChild ;
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virtual std : : string getDescription ( ) const override ;
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/** Get all cameras.
*
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* @ return The vector of all cameras , ordered by camera depth .
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* @ js NA
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*/
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const std : : vector < Camera * > & getCameras ( ) ;
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/** Get the default camera.
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* @ js NA
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* @ return The default camera of scene .
*/
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Camera * getDefaultCamera ( ) const { return _defaultCamera ; }
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/** Get lights.
* @ return The vector of lights .
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* @ js NA
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*/
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const std : : vector < BaseLight * > & getLights ( ) const { return _lights ; }
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/** Render the scene.
* @ param renderer The renderer use to render the scene .
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* @ js NA
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*/
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void render ( Renderer * renderer ) ;
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/** override function */
virtual void removeAllChildren ( ) override ;
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CC_CONSTRUCTOR_ACCESS :
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Scene ( ) ;
virtual ~ Scene ( ) ;
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bool init ( ) override ;
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bool initWithSize ( const Size & size ) ;
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void setCameraOrderDirty ( ) { _cameraOrderDirty = true ; }
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void onProjectionChanged ( EventCustom * event ) ;
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protected :
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friend class Node ;
friend class ProtectedNode ;
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friend class SpriteBatchNode ;
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friend class Camera ;
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friend class BaseLight ;
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friend class Renderer ;
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std : : vector < Camera * > _cameras ; //weak ref to Camera
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Camera * _defaultCamera ; //weak ref, default camera created by scene, _cameras[0], Caution that the default camera can not be added to _cameras before onEnter is called
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bool _cameraOrderDirty ; // order is dirty, need sort
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EventListenerCustom * _event ;
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std : : vector < BaseLight * > _lights ;
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private :
CC_DISALLOW_COPY_AND_ASSIGN ( Scene ) ;
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# if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
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public :
virtual void addChild ( Node * child , int zOrder , int tag ) override ;
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virtual void addChild ( Node * child , int zOrder , const std : : string & name ) override ;
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# if CC_USE_PHYSICS
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/** Get the physics world of the scene.
* @ return The physics world of the scene .
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* @ js NA
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*/
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inline PhysicsWorld * getPhysicsWorld ( ) { return _physicsWorld ; }
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# endif
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# if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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/** Get the 3d physics world of the scene.
* @ return The 3 d physics world of the scene .
* @ js NA
*/
inline Physics3DWorld * getPhysics3DWorld ( ) { return _physics3DWorld ; }
/**
* Set Physics3D debug draw camera .
*/
void setPhysics3DDebugCamera ( Camera * camera ) ;
# endif
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/** Create a scene with physics.
* @ return An autoreleased Scene object with physics .
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* @ js NA
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*/
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static Scene * createWithPhysics ( ) ;
CC_CONSTRUCTOR_ACCESS :
bool initWithPhysics ( ) ;
protected :
void addChildToPhysicsWorld ( Node * child ) ;
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# if CC_USE_PHYSICS
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PhysicsWorld * _physicsWorld ;
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# endif
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# if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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Physics3DWorld * _physics3DWorld ;
Camera * _physics3dDebugCamera ; //
# endif
# endif // (CC_USE_PHYSICS || CC_USE_3D_PHYSICS)
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# if CC_USE_NAVMESH
public :
/** set navigation mesh */
void setNavMesh ( NavMesh * navMesh ) ;
/** get navigation mesh */
NavMesh * getNavMesh ( ) const { return _navMesh ; }
/**
* Set NavMesh debug draw camera .
*/
void setNavMeshDebugCamera ( Camera * camera ) ;
protected :
NavMesh * _navMesh ;
Camera * _navMeshDebugCamera ;
# endif
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# if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION) || CC_USE_NAVMESH)
public :
void stepPhysicsAndNavigation ( float deltaTime ) ;
# endif
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} ;
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// end of _2d group
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/// @}
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NS_CC_END
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# endif // __CCSCENE_H__