CUGL 3.0
Cornell University Game Library
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Public Member Functions | Static Public Member Functions | Protected Attributes | Friends | List of all members
cugl::scene2::Scene2 Class Reference

#include <CUScene2.h>

Inheritance diagram for cugl::scene2::Scene2:
cugl::Scene cugl::scene2::LoadingScene cugl::scene2::Scene2Texture

Public Member Functions

 Scene2 ()
 
 ~Scene2 ()
 
virtual void dispose () override
 
virtual bool init () override
 
virtual bool initWithHint (Size hint) override
 
virtual bool initWithHint (float width, float height) override
 
Color4 getColor ()
 
void setColor (Color4 color)
 
virtual std::string toString (bool verbose=false) const override
 
size_t getChildCount () const
 
std::shared_ptr< scene2::SceneNodegetChild (unsigned int pos)
 
const std::shared_ptr< scene2::SceneNode > & getChild (unsigned int pos) const
 
template<typename T >
std::shared_ptr< TgetChild (unsigned int pos) const
 
std::shared_ptr< scene2::SceneNodegetChildByTag (unsigned int tag) const
 
template<typename T >
std::shared_ptr< TgetChildByTag (unsigned int tag) const
 
std::shared_ptr< scene2::SceneNodegetChildByName (const std::string name) const
 
template<typename T >
std::shared_ptr< TgetChildByName (const std::string name) const
 
std::vector< std::shared_ptr< scene2::SceneNode > > getChildren ()
 
const std::vector< std::shared_ptr< scene2::SceneNode > > & getChildren () const
 
virtual void addChild (const std::shared_ptr< scene2::SceneNode > &child)
 
void addChildWithTag (const std::shared_ptr< scene2::SceneNode > &child, unsigned int tag)
 
void addChildWithName (const std::shared_ptr< scene2::SceneNode > &child, const std::string name)
 
void swapChild (const std::shared_ptr< scene2::SceneNode > &child1, const std::shared_ptr< scene2::SceneNode > &child2, bool inherit=false)
 
virtual void removeChild (unsigned int pos)
 
void removeChild (const std::shared_ptr< scene2::SceneNode > &child)
 
void removeChildByTag (unsigned int tag)
 
void removeChildByName (const std::string name)
 
virtual void removeAllChildren ()
 
std::shared_ptr< graphics::SpriteBatchgetSpriteBatch () const
 
void setSpriteBatch (const std::shared_ptr< graphics::SpriteBatch > &batch)
 
virtual void render () override
 
- Public Member Functions inherited from cugl::Scene
 Scene ()
 
 ~Scene ()
 
virtual void dispose ()
 
virtual bool init ()
 
virtual bool initWithHint (Size hint)
 
virtual bool initWithHint (float width, float height)
 
const std::string getName () const
 
void setName (const std::string name)
 
std::shared_ptr< CameragetCamera ()
 
const std::shared_ptr< CameragetCamera () const
 
virtual std::string toString (bool verbose=false) const
 
 operator std::string () const
 
const Size getSize () const
 
const Rect getBounds () const
 
Vec3 screenToWorldCoords (const Vec2 screenCoords) const
 
Vec2 worldToScreenCoords (const Vec3 worldCoords) const
 
bool isActive () const
 
virtual void setActive (bool value)
 
virtual void update (float timestep)
 
virtual void reset ()
 
virtual void render ()
 

Static Public Member Functions

static std::shared_ptr< Scene2alloc ()
 
static std::shared_ptr< Scene2allocWithHint (const Size hint)
 
static std::shared_ptr< Scene2allocWithHint (float width, float height)
 

Protected Attributes

std::shared_ptr< graphics::SpriteBatch_batch
 
std::vector< std::shared_ptr< scene2::SceneNode > > _children
 
Color4 _color
 
GLenum _blendEquation
 
GLenum _srcFactor
 
GLenum _dstFactor
 
- Protected Attributes inherited from cugl::Scene
std::shared_ptr< Camera_camera
 
std::string _name
 
Size _size
 
bool _active
 

Friends

class SceneNode
 

Detailed Description

This class provides the root node of a two-dimensional scene graph.

The Scene2 class is very similar to scene2::SceneNode and shares many methods in common. The major differences are that it has no parent and it has no position (so it cannot be transformed). Instead, the Scene2 is defined by an attached OrthographicCamera.

Rendering happens by traversing the the scene graph using an "Pre-Order" tree traversal algorithm ( https://en.wikipedia.org/wiki/Tree_traversal#Pre-order ). That means that parents are always draw before (and behind children). The children of each sub tree are ordered sequentially.

Scenes do support optional z-ordering. This is not a true depth value, as depth filtering is incompatible with alpha compositing. However, it does provide a way to dynamically reorder how siblings are composed.

Constructor & Destructor Documentation

◆ Scene2()

cugl::scene2::Scene2::Scene2 ( )

Creates a new degenerate Scene2 on the stack.

The scene has no camera and must be initialized.

NEVER USE A CONSTRUCTOR WITH NEW. If you want to allocate an object on the heap, use one of the static constructors instead.

◆ ~Scene2()

cugl::scene2::Scene2::~Scene2 ( )
inline

Deletes this scene, disposing all resources

Member Function Documentation

◆ addChild()

virtual void cugl::scene2::Scene2::addChild ( const std::shared_ptr< scene2::SceneNode > &  child)
virtual

Adds a child to this scene.

Children are not necessarily enumerated in the order that they are added. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
childA child node.

◆ addChildWithName()

void cugl::scene2::Scene2::addChildWithName ( const std::shared_ptr< scene2::SceneNode > &  child,
const std::string  name 
)
inline

Adds a child to this scene with the given name.

Children are not necessarily enumerated in the order that they are added. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
childA child node.
nameA string to identify the node.

◆ addChildWithTag()

void cugl::scene2::Scene2::addChildWithTag ( const std::shared_ptr< scene2::SceneNode > &  child,
unsigned int  tag 
)
inline

Adds a child to this scene with the given tag.

Children are not necessarily enumerated in the order that they are added. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
childA child node.
tagAn integer to identify the node easily.

◆ alloc()

static std::shared_ptr< Scene2 > cugl::scene2::Scene2::alloc ( )
inlinestatic

Returns a newly allocated Scene to fill the entire screen.

Returns
a newly allocated Scene to fill the entire screen..

◆ allocWithHint() [1/2]

static std::shared_ptr< Scene2 > cugl::scene2::Scene2::allocWithHint ( const Size  hint)
inlinestatic

Returns a newly allocated Scene with the given size hint.

Scenes are designed to fill the entire screen. If you want a scene that is only part of the screen, that should be implemented with a specific scene graph. However, the size of that screen can vary from device to device. To make scene design easier, designs are typically locked to a dimension: width or height.

This is the purpose of the size hint. If either of the values of hint are non-zero, then the scene will lock that dimension to that particular size. If both are non-zero, it will choose its dimension according to the device orientation. Landscape will be height, while portrait will pick width. Devices with no orientation will always priortize height over width.

Parameters
hintThe size hint
Returns
a newly allocated Scene with the given size hint.

◆ allocWithHint() [2/2]

static std::shared_ptr< Scene2 > cugl::scene2::Scene2::allocWithHint ( float  width,
float  height 
)
inlinestatic

Returns a newly allocated Scene with the given size hint.

Scenes are designed to fill the entire screen. If you want a scene that is only part of the screen, that should be implemented with a specific scene graph. However, the size of that screen can vary from device to device. To make scene design easier, designs are typically locked to a dimension: width or height.

This is the purpose of the size hint. If either of the values of hint are non-zero, then the scene will lock that dimension to that particular size. If both are non-zero, it will choose its dimension according to the device orientation. Landscape will be height, while portrait will pick width. Devices with no orientation will always priortize height over width.

Parameters
widthThe width size hint
heightThe height size hint
Returns
a newly allocated Scene with the given size hint.

◆ dispose()

virtual void cugl::scene2::Scene2::dispose ( )
overridevirtual

Disposes all of the resources used by this scene.

A disposed Scene2 can be safely reinitialized. Any children owned by this scene will be released. They will be deleted if no other object owns them.

Reimplemented from cugl::Scene.

Reimplemented in cugl::scene2::LoadingScene, and cugl::scene2::Scene2Texture.

◆ getChild() [1/3]

std::shared_ptr< scene2::SceneNode > cugl::scene2::Scene2::getChild ( unsigned int  pos)

Returns the child at the given position.

Children are not necessarily enumerated in the order that they are added. For example, they may be resorted by their z-order. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
posThe child position.
Returns
the child at the given position.

◆ getChild() [2/3]

const std::shared_ptr< scene2::SceneNode > & cugl::scene2::Scene2::getChild ( unsigned int  pos) const

Returns the child at the given position.

Children are not necessarily enumerated in the order that they are added. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
posThe child position.
Returns
the child at the given position.

◆ getChild() [3/3]

template<typename T >
std::shared_ptr< T > cugl::scene2::Scene2::getChild ( unsigned int  pos) const
inline

Returns the child at the given position, typecast to a shared T pointer.

This method is provided to simplify the polymorphism of a scene graph. While all children are a subclass of type Node, you may want to access them by their specific subclass. If the child is not an instance of type T (or a subclass), this method returns nullptr.

Children are not necessarily enumerated in the order that they are added. Hence you should generally attempt to retrieve a child by tag or by name instead.

Parameters
posThe child position.
Returns
the child at the given position, typecast to a shared T pointer.

◆ getChildByName() [1/2]

std::shared_ptr< scene2::SceneNode > cugl::scene2::Scene2::getChildByName ( const std::string  name) const

Returns the (first) child with the given name.

If there is more than one child of the given name, it returns the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that names be unique.

Parameters
nameAn identifier to find the child node.
Returns
the (first) child with the given name.

◆ getChildByName() [2/2]

template<typename T >
std::shared_ptr< T > cugl::scene2::Scene2::getChildByName ( const std::string  name) const
inline

Returns the (first) child with the given name, typecast to a shared T pointer.

This method is provided to simplify the polymorphism of a scene graph. While all children are a subclass of type Node, you may want to access them by their specific subclass. If the child is not an instance of type T (or a subclass), this method returns nullptr.

If there is more than one child of the given name, it returns the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that names be unique.

Parameters
nameAn identifier to find the child node.
Returns
the (first) child with the given name, typecast to a shared T pointer.

◆ getChildByTag() [1/2]

std::shared_ptr< scene2::SceneNode > cugl::scene2::Scene2::getChildByTag ( unsigned int  tag) const

Returns the (first) child with the given tag.

If there is more than one child of the given tag, it returns the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that tags be unique.

Parameters
tagAn identifier to find the child node.
Returns
the (first) child with the given tag.

◆ getChildByTag() [2/2]

template<typename T >
std::shared_ptr< T > cugl::scene2::Scene2::getChildByTag ( unsigned int  tag) const
inline

Returns the (first) child with the given tag, typecast to a shared T pointer.

This method is provided to simplify the polymorphism of a scene graph. While all children are a subclass of type Node, you may want to access them by their specific subclass. If the child is not an instance of type T (or a subclass), this method returns nullptr.

If there is more than one child of the given tag, it returns the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that tags be unique.

Parameters
tagAn identifier to find the child node.
Returns
the (first) child with the given tag, typecast to a shared T pointer.

◆ getChildCount()

size_t cugl::scene2::Scene2::getChildCount ( ) const
inline

Returns the number of immediate children of this scene.

Returns
The number of immediate children of this scene.

◆ getChildren() [1/2]

std::vector< std::shared_ptr< scene2::SceneNode > > cugl::scene2::Scene2::getChildren ( )
inline

Returns the list of the scene's immediate children.

Returns
the list of the scene's immediate children.

◆ getChildren() [2/2]

const std::vector< std::shared_ptr< scene2::SceneNode > > & cugl::scene2::Scene2::getChildren ( ) const
inline

Returns the list of the scene's immediate children.

Returns
the list of the scene's immediate children.

◆ getColor()

Color4 cugl::scene2::Scene2::getColor ( )
inline

Returns the tint color for this scene.

During the render phase, this color will be applied to any child for which hasRelativeColor() is true.

Returns
the tint color for this scene.

◆ getSpriteBatch()

std::shared_ptr< graphics::SpriteBatch > cugl::scene2::Scene2::getSpriteBatch ( ) const
inline

Returns the sprite batch for rendering this scene.

Scene2 objects are rendered with a sprite batch by default. In particular the method render traverses the scene graph in a pre-order traversal, calling SceneNode#render on each node (though this behavior can be overridden.

As sprite batches are fairly heavy-weight pipelines, we do not construct a sprite batch for each scene. Instead a sprite batch has to be assigned to the scene. If not sprite batch is assigned, nothing is drawn.

Returns
the sprite batch for rendering this scene.

◆ init()

virtual bool cugl::scene2::Scene2::init ( )
overridevirtual

Initializes a Scene to fill the entire screen.

Returns
true if initialization was successful.

Reimplemented from cugl::Scene.

Reimplemented in cugl::scene2::Scene2Texture.

◆ initWithHint() [1/2]

virtual bool cugl::scene2::Scene2::initWithHint ( float  width,
float  height 
)
inlineoverridevirtual

Initializes a Scene with the given size hint.

Scenes are designed to fill the entire screen. If you want a scene that is only part of the screen, that should be implemented with a specific scene graph. However, the size of that screen can vary from device to device. To make scene design easier, designs are typically locked to a dimension: width or height.

This is the purpose of the size hint. If either of the values of hint are non-zero, then the scene will lock that dimension to that particular size. If both are non-zero, it will choose its dimension according to the device orientation. Landscape will be height, while portrait will pick width. Devices with no orientation will always priortize height over width.

Parameters
widthThe width size hint
heightThe height size hint
Returns
true if initialization was successful.

Reimplemented from cugl::Scene.

Reimplemented in cugl::scene2::Scene2Texture.

◆ initWithHint() [2/2]

virtual bool cugl::scene2::Scene2::initWithHint ( Size  hint)
overridevirtual

Initializes a Scene with the given size hint.

Scenes are designed to fill the entire screen. If you want a scene that is only part of the screen, that should be implemented with a specific scene graph. However, the size of that screen can vary from device to device. To make scene design easier, designs are typically locked to a dimension: width or height.

This is the purpose of the size hint. If either of the values of hint are non-zero, then the scene will lock that dimension to that particular size. If both are non-zero, it will choose its dimension according to the device orientation. Landscape will be height, while portrait will pick width. Devices with no orientation will always priortize height over width.

Parameters
hintThe size hint
Returns
true if initialization was successful.

Reimplemented from cugl::Scene.

Reimplemented in cugl::scene2::Scene2Texture.

◆ removeAllChildren()

virtual void cugl::scene2::Scene2::removeAllChildren ( )
virtual

Removes all children from this Node.

◆ removeChild() [1/2]

void cugl::scene2::Scene2::removeChild ( const std::shared_ptr< scene2::SceneNode > &  child)

Removes a child from this Scene.

Removing a child alters the position of every child after it. Hence it is unsafe to cache child positions.

If the child is not in this node, nothing happens.

Parameters
childThe child node which will be removed.

◆ removeChild() [2/2]

virtual void cugl::scene2::Scene2::removeChild ( unsigned int  pos)
virtual

Removes the child at the given position from this Scene.

Removing a child alters the position of every child after it. Hence it is unsafe to cache child positions.

Parameters
posThe position of the child node which will be removed.

◆ removeChildByName()

void cugl::scene2::Scene2::removeChildByName ( const std::string  name)

Removes a child from the Scene by name.

If there is more than one child of the given name, it removes the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that names be unique.

Parameters
nameA string to identify the node.

◆ removeChildByTag()

void cugl::scene2::Scene2::removeChildByTag ( unsigned int  tag)

Removes a child from the Scene by tag value.

If there is more than one child of the given tag, it removes the first one that is found. Children are not necessarily enumerated in the order that they are added. Hence it is very important that tags be unique.

Parameters
tagAn integer to identify the node easily.

◆ render()

virtual void cugl::scene2::Scene2::render ( )
overridevirtual

Draws all of the children in this scene with the given SpriteBatch.

This method with draw using getSpriteBatch. If not sprite batch has been assigned, nothing will be drawn.

Rendering happens by traversing the the scene graph using an "Pre-Order" tree traversal algorithm ( https://en.wikipedia.org/wiki/Tree_traversal#Pre-order ). That means that parents are always draw before (and behind children). To override this draw order, you should place an OrderedNode in the scene graph to specify an alternative order.

Reimplemented from cugl::Scene.

Reimplemented in cugl::scene2::Scene2Texture.

◆ setColor()

void cugl::scene2::Scene2::setColor ( Color4  color)
inline

Sets the tint color for this scene.

During the render phase, this color will be applied to any child for which hasRelativeColor() is true.

Parameters
colorThe tint color for this scene.

◆ setSpriteBatch()

void cugl::scene2::Scene2::setSpriteBatch ( const std::shared_ptr< graphics::SpriteBatch > &  batch)
inline

Sets the sprite batch for rendering this scene.

Scene2 objects are rendered with a sprite batch by default. In particular the method render traverses the scene graph in a pre-order traversal, calling SceneNode#render on each node (though this behavior can be overridden.

As sprite batches are fairly heavy-weight pipelines, we do not construct a sprite batch for each scene. Instead a sprite batch has to be assigned to the scene. If not sprite batch is assigned, nothing is drawn.

Parameters
batchThe sprite batch for rendering this scene.

◆ swapChild()

void cugl::scene2::Scene2::swapChild ( const std::shared_ptr< scene2::SceneNode > &  child1,
const std::shared_ptr< scene2::SceneNode > &  child2,
bool  inherit = false 
)

Swaps the current child child1 with the new child child2.

If inherit is true, the children of child1 are assigned to child2 after the swap; this value is false by default. The purpose of this value is to allow transitions in the scene graph.

This method is undefined if child1 is not a child of this scene.

Parameters
child1The current child of this node
child2The child to swap it with.
inheritWhether the new child should inherit the children of child1.

◆ toString()

virtual std::string cugl::scene2::Scene2::toString ( bool  verbose = false) const
overridevirtual

Returns a string representation of this scene for debugging purposes.

If verbose is true, the string will include class information. This allows us to unambiguously identify the class.

Parameters
verboseWhether to include class information
Returns
a string representation of this scene for debuggging purposes.

Reimplemented from cugl::Scene.

Member Data Documentation

◆ _batch

std::shared_ptr<graphics::SpriteBatch> cugl::scene2::Scene2::_batch
protected

The sprite batch for rendering this scene

◆ _blendEquation

GLenum cugl::scene2::Scene2::_blendEquation
protected

The blending equation for this scene

◆ _children

std::vector<std::shared_ptr<scene2::SceneNode> > cugl::scene2::Scene2::_children
protected

The array of internal nodes

◆ _color

Color4 cugl::scene2::Scene2::_color
protected

The default tint for this scene

◆ _dstFactor

GLenum cugl::scene2::Scene2::_dstFactor
protected

The destination factor for the blend function

◆ _srcFactor

GLenum cugl::scene2::Scene2::_srcFactor
protected

The source factor for the blend function


The documentation for this class was generated from the following file: