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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
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// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.


#ifndef SAMPLE_CONTROLLER_H
#define SAMPLE_CONTROLLER_H

#include "SampleManager.h"

class SampleController : public ISampleController
{
public:
	SampleController();
	virtual ~SampleController();

	virtual void onSampleStart();
	void drawPhysXGpuUI();

private:
	SampleController& operator= (SampleController&);


	//////// used controllers ////////

	PhysXController& getPhysXController() const
	{
		return getManager()->getPhysXController();
	}

	BlastController& getBlastController() const
	{
		return getManager()->getBlastController();
	}

	SceneController& getSceneController() const
	{
		return getManager()->getSceneController();
	}

	CommonUIController& getCommonUIController() const
	{
		return getManager()->getCommonUIController();
	}

	Renderer& getRenderer() const
	{
		return getManager()->getRenderer();
	}


	//////// private methods ////////

	void setUseGPUPhysics(bool useGPUPhysics);
};

#endif