*
*/
-#include <vector>
-#include <stdint.h>
#include <inttypes.h>
+#include <stdint.h>
+#include <vector>
+#include "game-camera.h"
#include "game-container.h"
#include "game-utils.h"
-#include "game-camera.h"
#include <dali/public-api/actors/actor.h>
#include <dali/public-api/adaptor-framework/window.h>
/**
* Container based types owning heap allocated data of specifed types
*/
-typedef GameContainer< GameEntity* > EntityArray;
-typedef GameContainer< GameTexture* > TextureArray;
-typedef GameContainer< GameModel* > ModelArray;
+typedef GameContainer<GameEntity*> EntityArray;
+typedef GameContainer<GameTexture*> TextureArray;
+typedef GameContainer<GameModel*> ModelArray;
class GameScene
{
public:
-
/**
* Creates an instance of the GameScene
*/
* @param[in] filename Path to the scene file
* @return true if suceess
*/
- bool Load( Dali::Window window, const char* filename );
+ bool Load(Dali::Window window, const char* filename);
/**
* Loads resource ( model or texture ) or gets if from cache if already loaded
* @param[in] cache Reference to the cache array to be used
* @return Pointer to the resource or NULL otherwise
*/
- template <typename T>
- T* GetResource( const char* filename, GameContainer<T*>& cache );
+ template<typename T>
+ T* GetResource(const char* filename, GameContainer<T*>& cache);
/**
* Returns scene root actor
Dali::Actor& GetRootActor();
private:
-
- EntityArray mEntities;
- GameCamera mCamera;
+ EntityArray mEntities;
+ GameCamera mCamera;
// internal scene cache
- ModelArray mModelCache;
- TextureArray mTextureCache;
+ ModelArray mModelCache;
+ TextureArray mTextureCache;
- Dali::Actor mRootActor;
+ Dali::Actor mRootActor;
};
-
template<typename T>
-T* GameScene::GetResource( const char* filename, GameContainer<T*>& cache )
+T* GameScene::GetResource(const char* filename, GameContainer<T*>& cache)
{
- std::string path( DEMO_GAME_DIR );
+ std::string path(DEMO_GAME_DIR);
path += "/";
path += filename;
- uint32_t hash( GameUtils::HashString( path.c_str() ) );
+ uint32_t hash(GameUtils::HashString(path.c_str()));
- for( typename GameContainer<T*>::Iterator iter = cache.Begin(); iter != cache.End(); ++iter )
+ for(typename GameContainer<T*>::Iterator iter = cache.Begin(); iter != cache.End(); ++iter)
{
- if( (*iter)->GetUniqueId() == hash )
+ if((*iter)->GetUniqueId() == hash)
{
return (*iter);
}
}
// load resource
- T* resource = new T( path.c_str() );
- if( !resource->IsReady() )
+ T* resource = new T(path.c_str());
+ if(!resource->IsReady())
{
return NULL;
}
- cache.PushBack( resource );
+ cache.PushBack(resource);
return resource;
}
-
#endif