Game Develop C++ Platform: RuntimeSceneTools.h Source File

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RuntimeSceneTools.h
1 #ifndef RUNTIMESCENETOOLS_H
2 #define RUNTIMESCENETOOLS_H
3
4 #include <string>
5 #include <vector>
6 #include <map>
7 class RuntimeScene;
8 namespace gd { class Variable; }
9 class RuntimeObject;
10
14 bool GD_API LayerVisible( RuntimeScene & scene, const std::string & layer );
15
19 void GD_API ShowLayer( RuntimeScene & scene, const std::string & layer );
20
24 void GD_API HideLayer( RuntimeScene & scene, const std::string & layer );
25
29 void GD_API StopGame( RuntimeScene & scene );
30
34 void GD_API ChangeScene( RuntimeScene & scene, std::string newSceneName );
35
39 bool GD_API SceneJustBegins(RuntimeScene & scene );
40
44 void GD_API MoveObjects( RuntimeScene & scene );
45
49 void GD_API DisableInputWhenFocusIsLost( RuntimeScene & scene, bool disable );
50
54 void GD_API CreateObjectOnScene(RuntimeScene & scene, std::map <std::string, std::vector<RuntimeObject*> *> pickedObjectLists, float positionX, float positionY, const std::string & layer);
55
59 void GD_API CreateObjectFromGroupOnScene(RuntimeScene & scene, std::map <std::string, std::vector<RuntimeObject*> *> pickedObjectLists, const std::string & objectWanted, float positionX, float positionY, const std::string & layer);
60
66 bool GD_API PickAllObjects(RuntimeScene & scene, std::map <std::string, std::vector<RuntimeObject*> *> pickedObjectLists);
67
73 bool GD_API PickRandomObject(RuntimeScene & scene, std::map <std::string, std::vector<RuntimeObject*> *> pickedObjectLists);
74
78 void GD_API ChangeSceneBackground( RuntimeScene & scene, std::string newColor );
79
83 bool GD_API SceneVariableExists(RuntimeScene & scene, const gd::Variable & variable);
87 bool GD_API GlobalVariableExists(RuntimeScene & scene, const gd::Variable & variable);
88
92 bool GD_API VariableChildExists(const gd::Variable & variable, const std::string & childName);
93
97 void GD_API VariableRemoveChild(gd::Variable & variable, const std::string & childName);
98
102 gd::Variable & GD_API ReturnVariable(gd::Variable & variable);
103
107 double GD_API GetVariableValue(const gd::Variable & variable);
108
112 const std::string& GD_API GetVariableString(const gd::Variable & variable);
113
117 void GD_API SetFullScreen(RuntimeScene & scene, bool fullscreen);
118
122 void GD_API SetWindowSize(RuntimeScene & scene, int width, int height, bool useTheNewSizeForCameraDefaultSize);
123
127 void GD_API SetWindowIcon(RuntimeScene & scene, const std::string & imageName);
128
132 void GD_API SetWindowTitle(RuntimeScene & scene, const std::string & newName);
133
137 const std::string & GD_API GetWindowTitle(RuntimeScene & scene);
138
142 unsigned int GD_API GetSceneWindowWidth(RuntimeScene & scene);
143
147 unsigned int GD_API GetSceneWindowHeight(RuntimeScene & scene);
148
152 unsigned int GD_API GetScreenWidth();
153
157 unsigned int GD_API GetScreenHeight();
158
162 unsigned int GD_API GetScreenColorDepth();
163
167 void GD_API DisplayLegacyTextOnScene( RuntimeScene & scene, const std::string & str, float x, float y, const std::string & color, float characterSize, const std::string & fontName, const std::string & layer);
168
169 #if defined(GD_IDE_ONLY)
170
178 bool GD_API WarnAboutInfiniteLoop( RuntimeScene & scene );
179
180 #endif
181
182 #endif // RUNTIMESCENETOOLS_H
183