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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#ifndef SCENE_CONTROLLER_H
#define SCENE_CONTROLLER_H
#include "ApexController.h"
#include "SampleManager.h"
class CFirstPersonCamera;
class SampleSceneController : public ISampleController
{
public:
SampleSceneController(CFirstPersonCamera* camera, ApexController& apex);
virtual ~SampleSceneController();
struct AssetDescription
{
const char* model;
const char* uiName;
};
static AssetDescription ASSETS[];
static int getAssetsCount();
void setCurrentAsset(int);
int getCurrentAsset()
{
return mCurrentAsset;
}
virtual void onSampleStart();
// commands
void fire(float mouseX, float mouseY);
private:
SampleSceneController& operator= (SampleSceneController&);
int mCurrentAsset;
ApexController& mApex;
CFirstPersonCamera* mCamera;
DestructibleActor* mActor;
};
#endif
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