163 lines
3.7 KiB
C++
163 lines
3.7 KiB
C++
#ifndef SALMON_ENGINE_INTERFACE_H_INCLUDED
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#define SALMON_ENGINE_INTERFACE_H_INCLUDED
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/*
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This code combines all headers for Salmon engine into one header file
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*/
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#include "include/Render/SalmonRender/SalmonRenderInterface.h"
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#ifdef TARGET_ANDROID
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#include "include/Render/SalmonRender/SalmonRenderAndroid.h"
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#endif
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#ifdef TARGET_WIN32
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#include "include/Render/SalmonRender/SalmonRenderWindows.h"
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#endif
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#ifdef TARGET_IOS
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#include "include/Render/SalmonRender/SalmonRenderIos.h"
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#endif
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#include "include/Render/RenderMisc.h"
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#include "include/Animation/SalmonAnimation.h"
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#include "include/TextureManager/SalmonTexture.h"
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#include "include/ShaderManager/ShaderManager.h"
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#include "include/FrameManager/FrameManager.h"
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#include "include/LightManager/LightManager.h"
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#include "include/ScriptManager/ScriptManager.h"
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#ifdef TARGET_ANDROID
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#include "include/SoundManager/SoundManagerAndroid.h"
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#endif
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#ifdef TARGET_WIN32
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#include "include/SoundManager/SoundManagerWindows.h"
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#endif
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#ifdef TARGET_IOS
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#include "include/SoundManager/SoundManagerIos.h"
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#endif
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#include "include/FontManager/FontManager.h"
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#include "include/SimpleLand/SimpleLand.h"
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#include "include/SmartValueManager/SmartValueManager.h"
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#include "include/ModelManager/NewModelManager.h"
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#include "include/PhysicsManager/PhysicsManager.h"
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#include "include/GUIManager/GUIManager.h"
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#include "include/HalibutAnimation/HalibutAnimation.h"
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namespace SE
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{
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class TResourceManager
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{
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protected:
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public:
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TTextureListClass TexList;
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TModelManager ModelManager;
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TFlexModelManager FlexModelManager;
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TShaderManager ShaderManager;
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TFrameManager FrameManager;
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TLightManager LightManager;
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TModelAnimManager ModelAnimManager;
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TScriptManager ScriptManager;
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TFontManager FontManager;
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TSmartValueManager SmartValueManager;
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TGUIManager GUIManager;
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THalibutAnimationManager HalibutAnimationManager;
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#ifdef TARGET_ANDROID
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TSoundManagerAndroid SoundManager;
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#endif
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#ifdef TARGET_WIN32
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TSoundManagerWindows SoundManager;
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#endif
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#ifdef TARGET_IOS
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TSoundManagerIos SoundManager;
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#endif
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void Update(cardinal timer);
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~TResourceManager();
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};
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struct TMouseState
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{
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int X;
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int Y;
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bool LeftButtonPressed;
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bool MiddleButtonPressed;
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bool RightButtonPressed;
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};
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class TApplicationAncestor
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{
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protected:
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bool IsConsoleOut;
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public:
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TApplicationAncestor();
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virtual ~TApplicationAncestor();
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virtual void OuterInit(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight);
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virtual void OuterDeinit();
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virtual void OuterDraw();
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//What to draw
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virtual void OuterUpdate(cardinal timer);
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//To do on update
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virtual void UpdateQuick() { }
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//To process input - this method is called more frequently than Update()
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virtual void OuterOnTapDown(vec2 p, int touchNumber);
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virtual void OuterOnTapUp(vec2 p, int touchNumber);
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virtual void OuterOnTapUpAfterMove(vec2 p, int touchNumber);
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virtual void OuterOnMove(vec2 shift, int touchNumber);
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virtual void InnerInit() { }
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virtual void InnerDeinit() { }
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virtual void InnerDraw() { }
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virtual void InnerUpdate(cardinal timer) { }
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virtual void InnerOnTapDown(vec2 p) { }
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virtual void InnerOnTapUp(vec2 p) { }
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virtual void InnerOnTapUpAfterMove(vec2 p) { }
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virtual void InnerOnMove(vec2 shift) { }
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virtual void OnMouseMove(TMouseState& mouseState) { } //Windows only
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virtual void OnMouseWheel(short int delta) { }
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//To do on mouse wheel move
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virtual void OnKeyPress(cardinal key) { } //Try not to override this. But if you need to override, call ancestor!
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virtual void OnScale(float scale) { }
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};
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} //namespace SE
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#endif
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