Divide Framework 0.1
A free and open-source 3D Framework under heavy development
Loading...
Searching...
No Matches
WarScene.h File Reference

Go to the source code of this file.

Namespaces

namespace  Divide
 Handle console commands that start with a forward slash.
 
namespace  Divide::AI
 

Macros

#define DVD_WAR_SCENE_H
 

Functions

 Divide::BEGIN_SCENE (WarScene) explicit WarScene(PlatformContext &context
 
 Divide::~WarScene () override
 
bool Divide::load () override
 
bool Divide::unload () override
 
void Divide::postLoadMainThread () override
 
void Divide::updateSceneStateInternal (U64 deltaTimeUS) override
 
U16 Divide::registerInputActions () override
 
void Divide::registerPoint (U16 teamID, const string &unitName)
 
void Divide::printMessage (U8 eventId, const string &unitName) const
 
void Divide::debugDraw (GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) override
 
void Divide::onSetActive () override
 
void Divide::startSimulation (I64 btnGUID)
 
void Divide::toggleCamera (InputParams param)
 
bool Divide::removeUnits ()
 
bool Divide::addUnits ()
 
bool Divide::resetUnits ()
 
void Divide::checkGameCompletion ()
 
void Divide::weaponCollision (const RigidBodyComponent &collider)
 
AI::AIEntity * Divide::findAI (SceneGraphNode *node)
 
bool Divide::initializeAI (bool continueOnErrors)
 
bool Divide::deinitializeAI (bool continueOnErrors)
 
void Divide::toggleTerrainMode ()
 

Variables

GUIMessageBox * Divide::_infoBox = nullptr
 
vector< TransformComponent * > Divide::_lightNodeTransforms
 
U32 Divide::_timeLimitMinutes
 
U32 Divide::_scoreLimit
 
U32 Divide::_runCount = 0
 
U64 Divide::_elapsedGameTime = 0
 
bool Divide::_sceneReady = false
 
bool Divide::_resetUnits = false
 
bool Divide::_terrainMode = false
 
U64 Divide::_lastNavMeshBuildTime = 0UL
 
vector< SceneGraphNode * > Divide::_armyNPCs [2]
 NPC's are the actual game entities.
 
IMPrimitive * Divide::_targetLines = nullptr
 
SceneGraphNode * Divide::_flag [2] {nullptr, nullptr}
 
SceneGraphNode * Divide::_particleEmitter = nullptr
 
SceneGraphNode * Divide::_firstPersonWeapon = nullptr
 
AI::AITeam * Divide::_faction [2] {nullptr, nullptr}
 Teams are factions for AIEntites so they can manage friend/foe situations.
 

Macro Definition Documentation

◆ DVD_WAR_SCENE_H

#define DVD_WAR_SCENE_H

Definition at line 34 of file WarScene.h.