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cocos2d/cocos/2d/CCScene.h
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cocos2d/cocos/2d/CCScene.h
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/****************************************************************************
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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
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCSCENE_H__
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#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;
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class EventCustom;
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#if CC_USE_PHYSICS
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class PhysicsWorld;
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#endif
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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class Physics3DWorld;
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#endif
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#if CC_USE_NAVMESH
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class NavMesh;
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#endif
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @class Scene
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* @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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{
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public:
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/** Creates a new Scene object.
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*
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* @return An autoreleased Scene object.
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*/
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static Scene *create();
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/** Creates a new Scene object with a predefined Size.
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*
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* @param size The predefined size of scene.
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* @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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*
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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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*/
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Camera* getDefaultCamera() const { return _defaultCamera; }
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/** Get lights.
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* @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.
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* @param renderer The renderer use to render the scene.
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* @js NA
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*/
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virtual void render(Renderer* renderer);
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/** override function */
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virtual void removeAllChildren() override;
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CC_CONSTRUCTOR_ACCESS:
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Scene();
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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;
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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:
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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:
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#if CC_USE_PHYSICS
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/** Get the physics world of the scene.
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* @return The physics world of the scene.
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* @js NA
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*/
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inline PhysicsWorld* getPhysicsWorld() const { 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.
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* @return The 3d physics world of the scene.
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* @js NA
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*/
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inline Physics3DWorld* getPhysics3DWorld() { return _physics3DWorld; }
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/**
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* Set Physics3D debug draw camera.
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*/
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void setPhysics3DDebugCamera(Camera* camera);
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#endif
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/** Create a scene with physics.
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* @return An autoreleased Scene object with physics.
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* @js NA
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*/
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static Scene *createWithPhysics();
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CC_CONSTRUCTOR_ACCESS:
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bool initWithPhysics();
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protected:
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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;
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Camera* _physics3dDebugCamera; //
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#endif
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#endif // (CC_USE_PHYSICS || CC_USE_3D_PHYSICS)
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#if CC_USE_NAVMESH
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public:
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/** set navigation mesh */
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void setNavMesh(NavMesh* navMesh);
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/** get navigation mesh */
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NavMesh* getNavMesh() const { return _navMesh; }
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/**
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* Set NavMesh debug draw camera.
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*/
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void setNavMeshDebugCamera(Camera *camera);
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protected:
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NavMesh* _navMesh;
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Camera * _navMeshDebugCamera;
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#endif
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#if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION) || CC_USE_NAVMESH)
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public:
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void stepPhysicsAndNavigation(float deltaTime);
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#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__
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