paysages3d/src/definition/Scenery.h

84 lines
2.3 KiB
C++

#ifndef SCENERY_H
#define SCENERY_H
#include "definition_global.h"
#include "DefinitionNode.h"
namespace paysages {
namespace definition {
/**
* @brief Global scenery management
*
* This class contains the whole scenery definition.
*/
class DEFINITIONSHARED_EXPORT Scenery: public DefinitionNode
{
public:
typedef enum {
FILE_OPERATION_OK,
FILE_OPERATION_IOERROR,
FILE_OPERATION_APP_MISMATCH,
FILE_OPERATION_VERSION_MISMATCH
} FileOperationResult;
typedef void (*SceneryCustomDataCallback)(PackStream* stream, void* data);
public:
Scenery();
virtual void validate() override;
FileOperationResult saveGlobal(const std::string &filepath) const;
FileOperationResult loadGlobal(const std::string &filepath);
virtual const Scenery* getScenery() const override;
void autoPreset(int seed=0);
void setAtmosphere(AtmosphereDefinition* atmosphere);
inline AtmosphereDefinition* getAtmosphere() const {return atmosphere;}
void getAtmosphere(AtmosphereDefinition* atmosphere);
void setCamera(CameraDefinition* camera);
inline CameraDefinition* getCamera() const {return camera;}
void getCamera(CameraDefinition* camera);
void setClouds(CloudsDefinition* clouds);
inline CloudsDefinition* getClouds() const {return clouds;}
void getClouds(CloudsDefinition* clouds);
void setTerrain(TerrainDefinition* terrain);
inline TerrainDefinition* getTerrain() const {return terrain;}
void getTerrain(TerrainDefinition* terrain);
void setTextures(TexturesDefinition* textures);
inline TexturesDefinition* getTextures() const {return textures;}
void getTextures(TexturesDefinition* textures);
void setVegetation(VegetationDefinition* Vegetation);
inline VegetationDefinition* getVegetation() const {return vegetation;}
void getVegetation(VegetationDefinition* Vegetation);
void setWater(WaterDefinition* water);
inline WaterDefinition* getWater() const {return water;}
void getWater(WaterDefinition* water);
void keepCameraAboveGround(CameraDefinition* camera);
private:
AtmosphereDefinition* atmosphere;
CameraDefinition* camera;
CloudsDefinition* clouds;
TerrainDefinition* terrain;
TexturesDefinition* textures;
VegetationDefinition* vegetation;
WaterDefinition* water;
};
}
}
#endif // SCENERY_H