The second level in the GameObject hierarchy. More...
#include <scene.h>
Public Member Functions | |
Q_INVOKABLE | Scene (QObject *parent=0) |
~Scene () | |
virtual void | setFile (const QUrl &newFile) |
virtual void | setName (const QString &newName) |
virtual void | resetScene () |
virtual QString | contentsToGDL () |
Q_INVOKABLE GluonEngine::GameObject * | sceneContents () |
The second level in the GameObject hierarchy.
The representation of scenes in a game as found in GluonEngine based games. It is simply an Asset which provides a tree of GameObjects and Components which comprise a scene in the game. Examples of what would be a scene are things such as an intro, a menu, a level in a game. An example of something you would not normally use a Scene for is an in-game menu; for this you would use a Prefab.
Definition at line 44 of file scene.h.
QString Scene::contentsToGDL | ( | ) | [virtual] |
Return a GDL representation of the scene's contents (that is, the GluonObject hierarchy which makes up the scene tree)
Implements GluonEngine::Savable.
void Scene::resetScene | ( | ) | [virtual] |
GameObject * Scene::sceneContents | ( | ) |
void Scene::setFile | ( | const QUrl & | newFile | ) | [virtual] |
Set the file for this scene, extending with support for checking for dirtiness (that is, to ensure data is not lost upon resetting the scene's filename)
newFile | The new file for the scene |
Reimplemented from GluonEngine::Asset.
void Scene::setName | ( | const QString & | newName | ) | [virtual] |
Set the new name of the scene.
newName | The new name to be set for the scene |
Reimplemented from GluonEngine::Asset.