00001 /****************************************************************************** 00002 * This file is part of the Gluon Development Platform 00003 * Copyright (c) 2010 Arjen Hiemstra <ahiemstra@heimr.nl> 00004 * Copyright (C) 2010 Dan Leinir Turthra Jensen <admin@leinir.dk> 00005 * 00006 * This library is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU Lesser General Public 00008 * License as published by the Free Software Foundation; either 00009 * version 2.1 of the License, or (at your option) any later version. 00010 * 00011 * This library is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00014 * Lesser General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU Lesser General Public 00017 * License along with this library; if not, write to the Free Software 00018 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 00019 */ 00020 00021 #include "scene.h" 00022 #include "gameobject.h" 00023 #include "sceneprivate.h" 00024 #include "filelocation.h" 00025 #include "gameproject.h" 00026 00027 REGISTER_OBJECTTYPE( GluonEngine, Scene ) 00028 00029 using namespace GluonEngine; 00030 00031 Scene::Scene( QObject* parent ) 00032 : Asset( parent ) 00033 , d( new ScenePrivate( this ) ) 00034 { 00035 savableDirty = false; 00036 } 00037 00038 Scene::~Scene() 00039 { 00040 delete d; 00041 } 00042 00043 void 00044 Scene::setFile( const QUrl& newFile ) 00045 { 00046 if( !savableDirty ) 00047 d->unloadContents(); 00048 GluonEngine::Asset::setFile( newFile ); 00049 } 00050 00051 void Scene::setName( const QString& newName ) 00052 { 00053 sceneContents()->setName( newName ); 00054 GluonCore::GluonObject::setName( newName ); 00055 } 00056 00057 void Scene::resetScene() 00058 { 00059 if( !d->sceneContentsLoaded ) 00060 return; 00061 00062 d->loadContents( FileLocation( qobject_cast<GameProject*>( gameProject() ), file() ).location() ); 00063 } 00064 00065 QString 00066 Scene::contentsToGDL() 00067 { 00068 return sceneContents()->toGDL(); 00069 } 00070 00071 GameObject * 00072 Scene::sceneContents() 00073 { 00074 if( !d->sceneContentsLoaded && !savableDirty ) 00075 d->loadContents( FileLocation( qobject_cast<GameProject*>( gameProject() ), file() ).location() ); 00076 return d->sceneContents; 00077 } 00078 00079 #include "scene.moc"