pathfinder/demo/magicleap/lre/code/inc/gen/PrismSceneManager.h

75 lines
2.3 KiB
C++

// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
//
// THE CONTENTS OF THIS FILE IS GENERATED BY CODE AND
// ANY MODIFICATIONS WILL BE OVERWRITTEN
//
// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
// %BANNER_BEGIN%
// ---------------------------------------------------------------------
// %COPYRIGHT_BEGIN%
//
// Copyright (c) 2018 Magic Leap, Inc. All Rights Reserved.
// Use of this file is governed by the Creator Agreement, located
// here: https://id.magicleap.com/creator-terms
//
// %COPYRIGHT_END%
// ---------------------------------------------------------------------
// %BANNER_END%
// %SRC_VERSION%: 1
#pragma once
#include <lumin/Prism.h>
#include <lumin/node/Node.h>
#include <SceneDescriptor.h>
#include <SpawnedSceneBase.h>
#include <SpawnedSceneUserData.h>
#include <scenes.h>
class PrismSceneManager {
public:
typedef std::function<SpawnedSceneUserData*(SpawnedSceneBase&)> (*CreateSpawnedSceneUserData);
static void setUserDataCreator(const SceneDescriptor & sceneDescriptor, CreateSpawnedSceneUserData createSpawnedSceneUserData);
public:
PrismSceneManager(lumin::Prism* prism);
enum class SceneState {
Unloaded,
ResourceModelLoaded,
ResourceAndObjectModelLoaded,
};
void setSceneState(const SceneDescriptor & sceneDescriptor, SceneState sceneState);
SceneState getSceneState(const SceneDescriptor & sceneDescriptor, SceneState sceneState) const;
SpawnedSceneBase* spawnScene(const SceneDescriptor & sceneDescriptor);
lumin::Node* spawn(const SceneDescriptor & sceneDescriptor);
private:
typedef SpawnedSceneBase* (*CreateSpawnedScene)(const SceneDescriptor& sceneDescriptor, lumin::Node* root);
static const CreateSpawnedScene createSpawnedScene[scenes::numberOfExternalScenes];
typedef SpawnedSceneHandlers* (*CreateSpawnedSceneHandlers)(SpawnedSceneBase& spawnedScene);
static const CreateSpawnedSceneHandlers createSpawnedSceneHandlers[scenes::numberOfExternalScenes];
static CreateSpawnedSceneUserData createSpawnedSceneUserData[scenes::numberOfExternalScenes];
private:
lumin::Node* createNodeTree(const SceneDescriptor & sceneDescriptor);
private:
lumin::Prism* prism_;
SceneState sceneStates_[scenes::numberOfExternalScenes];
std::string objectModelNames_[scenes::numberOfExternalScenes];
};