25 #include "EntityContainer.h" 27 #include "ModelContainer.h" 28 #include "Portability.h" 29 #include "RenderWindow.h" 31 #include "ViewContainer.h" 36 #ifndef DOXYGEN_SHOULD_SKIP_THIS 100 void processEvent(
Event& event);
114 void handleActions(
Window& window);
127 void update(
Time time);
161 void setActive(
bool active =
true);
170 bool isActive()
const;
195 bool isPaused()
const;
220 bool isHidden()
const;
237 m_views.addView(view);
246 m_actions.addAction(action);
255 m_models.addModel(model);
264 m_worldEntities.addEntity(entity);
273 m_hudEntities.addEntity(entity);
290 void setWorldViewCenter(
Vector2f center);
297 void setWorldViewSize(
Vector2f size);
324 virtual void doProcessEvent(
Event& event);
329 virtual void doHandleActions(
Window& window);
334 virtual void doUpdate(
Time time);
344 virtual void doPause();
349 virtual void doResume();
354 virtual void doHide();
359 virtual void doShow();
371 enum class Visibility {
376 Visibility m_visibility;
379 Action m_closeWindowAction;
391 #ifndef DOXYGEN_SHOULD_SKIP_THIS View & getWorldView()
Get the world view.
Definition: Scene.h:317
2D camera that defines what region is shown on screen
Definition: View.h:94
A set of actions.
Definition: Action.h:240
Screen view.
Definition: Views.h:354
Base class for all render targets (window, texture, ...)
Definition: RenderTarget.h:73
void addHudEntity(Entity &entity)
Add a HUD entity to the scene.
Definition: Scene.h:272
A container of views.
Definition: ViewContainer.h:52
Represents a time value.
Definition: Time.h:74
A collection of models.
Definition: ModelContainer.h:54
A game object that can be updated.
Definition: Model.h:46
void addWorldEntity(Entity &entity)
Add a world entity to the scene.
Definition: Scene.h:263
void addModel(Model &model)
Add a model to the scene.
Definition: Scene.h:254
A game entity.
Definition: Entity.h:53
The namespace for gf classes.
Definition: Action.h:35
Extend view.
Definition: Views.h:220
An OS window.
Definition: Window.h:88
void addAction(Action &action)
Add an action to the scene.
Definition: Scene.h:245
An action that can be triggered by different controls.
Definition: Action.h:53
Defines a system event and its parameters.
Definition: Event.h:97
Adaptative view.
Definition: View.h:390
A scene in the game.
Definition: Scene.h:65
void addView(AdaptativeView &view)
Add a view to the scene.
Definition: Scene.h:236
A collection of entities.
Definition: EntityContainer.h:60