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80 lines
1.4 KiB
C++
80 lines
1.4 KiB
C++
#ifndef GAME_SCENE_H
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#define GAME_SCENE_H
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#include "sfw.h"
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class Thread;
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class Socket;
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class GameScene : public Scene {
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SFW_OBJECT(GameScene, Scene);
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public:
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enum RenderTypes {
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RENDER_TYPE_MAX = 14
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};
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virtual void input_event(const Ref<InputEvent> &event);
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virtual void update(float delta);
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virtual void render();
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virtual void render_immediate(bool clear_screen = true);
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virtual void render_obj();
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virtual void render_immediate_3d(bool clear_screen = true);
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void toggle_thread();
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static void test_thread_func(void *d);
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void toggle_socket();
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static void socket_thread_func(void *d);
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GameScene();
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~GameScene();
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int render_type;
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bool left;
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bool right;
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bool up;
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bool down;
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Thread *_thread;
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bool _thread_running;
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bool _socket_thread_running;
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Thread *_server_socket_thread;
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Socket *_server_socket;
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Ref<Image> image;
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Ref<Texture> texture;
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Ref<TextureMaterial2D> material;
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Ref<Font> _font;
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Sprite *_font_test_sprite;
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Ref<FontMaterial> _font_test_mat;
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Ref<Mesh> _font_test_mesh;
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MeshInstance2D *_font_test_mi;
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Camera2D *camera_2d;
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TileMap *tile_map;
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Sprite *sprite;
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Camera3D *camera;
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Ref<Mesh> mesh;
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MeshInstance3D *mi;
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MeshInstance3D *mi2;
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Ref<ColorMaterial> color_material;
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Text2D *_text_2d;
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Ref<Mesh> _mesh_utils_test;
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MeshInstance3D *_mesh_utils_test_mi;
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Ref<FrameBuffer> _frame_buffer;
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Ref<RenderTexture> _render_tex;
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//ColoredMaterial *cmaterial;
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};
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#endif
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