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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "Qt3DSPickFrame.h"
+#include "Qt3DSIStateful.h"
+#include "foundation/Qt3DSDataRef.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "Qt3DSIScene.h"
+
+namespace qt3ds {
+namespace foundation {
+ class IInStream;
+ class IOutStream;
+ class Mutex;
+}
+}
+
+namespace qt3ds {
+class Q3DSVariantConfig;
+namespace render {
+ class IQt3DSRenderContextCore;
+ class ILoadedBuffer;
+}
+}
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+// Forwards
+//==============================================================================
+class IScene;
+class IPresentation;
+class CRenderEngine;
+class CRenderEngine;
+class IUIPParser;
+class CFileStream;
+class IRuntimeFactory;
+class IScriptBridge;
+class ISceneManager;
+
+class ISceneBinaryLoader : public qt3ds::foundation::NVRefCounted
+{
+protected:
+ virtual ~ISceneBinaryLoader() {}
+
+public:
+ virtual qt3ds::foundation::NVDataRef<qt3ds::QT3DSU8>
+ BinaryLoadManagerData(qt3ds::foundation::IInStream &inStream, const char *inBinaryDir) = 0;
+
+ // threadsafe
+ // Can be called from any thread
+ virtual bool GetBinaryLoadFileName(eastl::string &inPresentationFilename,
+ eastl::string &outResult) = 0;
+
+ // threadsafe
+ // returns a handle to the loaded object. Return value of zero means error.
+ virtual qt3ds::QT3DSU32 LoadSceneStage1(qt3ds::foundation::CRegisteredString inPresentationDirectory,
+ qt3ds::render::ILoadedBuffer &inData) = 0;
+
+ // threadsafe
+ // still does not require openGL context but has dependency on a few other things.
+ virtual void LoadSceneStage2(qt3ds::QT3DSU32 inSceneHandle, IPresentation &inPresentation,
+ size_t inElementMemoryOffset, IScriptBridge &inBridge) = 0;
+};
+struct FacePositionPlanes
+{
+ enum Enum { XY = 0, YZ, XZ };
+};
+
+//==============================================================================
+/**
+* @class ISceneManager
+* @brief Container class that creates and manages all the Scenes.
+*/
+class ISceneManager : public qt3ds::foundation::NVRefCounted
+{
+protected:
+ virtual ~ISceneManager(){}
+
+public: // Presentations
+ //==============================================================================
+ /**
+ * Load a new scene based on an existing presentation. This will create a new
+ * CScene-based class from the factory method at "CreateScene". To supply
+ * your own class, simply set "CreateScene" to the desired factory method.
+ * After creating the new scene, a load will be triggered.
+ * @param inPresentation the current presentation loaded
+ */
+ virtual IScene *LoadScene(IPresentation *inPresentation, IUIPParser *inParser,
+ IScriptBridge &inBridge,
+ const qt3ds::Q3DSVariantConfig &variantConfig) = 0;
+ virtual void LoadRenderPlugin(const CHAR *inAssetIDString, const CHAR *inPath,
+ const CHAR *inArgs) = 0;
+
+ virtual void LoadQmlStreamerPlugin(const CHAR *inAssetIDString) = 0;
+
+ virtual void BinarySaveManagerData(qt3ds::foundation::IOutStream &inStream,
+ const char *inBinaryDir) = 0;
+ // Loading flow data needs to return the string table memory block. This allows
+ // other systems to use remap their string table strings assuming they had mapped them before
+ // serialization. In general this is a horrible hack and abstraction leak but assuming you have
+ // a string
+ // table I guess it isn't too bad.
+ virtual qt3ds::foundation::NVDataRef<qt3ds::QT3DSU8>
+ BinaryLoadManagerData(qt3ds::foundation::IInStream &inStream, const char *inBinaryDir) = 0;
+
+ virtual void BinarySave(Q3DStudio::IScene &inScene) = 0;
+
+public: // Update Cycle
+ virtual BOOL Update() = 0;
+ virtual BOOL RenderPresentation(IPresentation *inPresentation, bool firstFrame) = 0;
+ virtual void OnViewResize(INT32 inViewWidth, INT32 inViewHeight) = 0;
+ virtual void GetViewSize(INT32 &outWidth, INT32 &outHeight) = 0;
+
+ virtual STextSizes GetDisplayDimensions(Q3DStudio::IPresentation *inPrimaryPresentation) = 0;
+
+public: // Picking
+ virtual Q3DStudio::TElement *UserPick(float mouseX, float mouseY) = 0;
+ virtual SPickFrame AdvancePickFrame(const SInputFrame &inInputFrame) = 0;
+ // Get the relative UV coord position of an element. This matches how mouse picking works where
+ // we pick out
+ virtual qt3ds::foundation::Option<qt3ds::QT3DSVec2>
+ FacePosition(Q3DStudio::TElement &inElement, float mouseX, float mouseY,
+ qt3ds::foundation::NVDataRef<Q3DStudio::TElement *> inMapperElements,
+ FacePositionPlanes::Enum inPlane) = 0;
+
+ virtual void Release() = 0;
+
+ static ISceneManager &Create(IRuntimeFactory &inFactory, CRenderEngine &inRenderEngine);
+};
+
+} // namespace Q3DStudio