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#ifndef OAG_OAGSCENEOBJECT_H
#define OAG_OAGSCENEOBJECT_H
#include "..\oag\OAGObject.h"
#include "..\..\..\ObjectMappingTable\include\TextureMappingTable.h"
#include "..\..\..\ObjectMappingTable\include\FontMappingTable.h"
namespace oag
{
class OAGSceneObject
{
public:
OAGSceneObject(void);
virtual ~OAGSceneObject(void);
//Attributes
protected:
std::vector<oag::OAGObject*> m_SceneData;
oag::FontMappingTable* m_pFontMappingTable;
oag::TextureMappingTable* m_pTextureMappingTable;
std::string m_strSceneType;
//Operations
public:
oag::TextureMappingTable* GetTextureMappingTable()
{
return m_pTextureMappingTable;
}
oag::FontMappingTable* GetFontMappingTable()
{
return m_pFontMappingTable;
}
std::string GetSceneType()
{
return m_strSceneType;
}
void SetFontMappingTable(oag::FontMappingTable* pFontMappingTable)
{
m_pFontMappingTable = pFontMappingTable;
}
void SetTextureMappingTable(oag::TextureMappingTable* pTexureMappingTable)
{
m_pTextureMappingTable = pTexureMappingTable;
}
void AddObject(oag::OAGObject* pObj)
{
m_SceneData.push_back( pObj );
}
void DeleteAllObjects();
void DeleteObjectAt(int pos);
oag::OAGObject* GetObjectAt(int pos)
{
return m_SceneData[pos];
}
vector<int>::size_type GetObjectCount()
{
return m_SceneData.size();
}
oag::OAGObject* SetObjectAt(int pos, oag::OAGObject* obj)
{
return m_SceneData[pos] = obj;
}
};
};
#endif //OAG_OAGSCENEOBJECT_H
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I live in Matão, a small city in Brazil. I studied as Programmer in a College for Software Development in Database.
After finishing the College I have been working with java, c# and Computer Graphics with searches for OpenGL.