+/*! \file
+ * \brief Metascene implementation
+ *
+ * Loading starts at `MetaScene::load`, which calls `ts_load` (libtreestore)
+ * to load the metascene description tree into memory. Then `proc_node` is
+ * called at the root to recursively process the tree. `scenefile` nodes are
+ * handed over to `proc_scenefile`, which will trigger scene loading for any
+ * nodes with a `file` attribute. Scene loading is handled by requesting the
+ * filename from the scene resource manager, which is of type [SceneSet](\ref SceneSet).
+ */
#include <assert.h>
#include <string>
#include <regex>
#include "treestore.h"
#include "logger.h"
#include "app.h"
+#include "dbg_gui.h"
#if defined(WIN32) || defined(__WIN32__)
#include <malloc.h>
delete music;
}
-
bool MetaScene::load(const char *fname)
{
struct ts_node *root = ts_load(fname);
void MetaScene::update(float dt)
{
+ bool expanded;
+ static char text[256];
+ if(debug_gui) {
+ ImGui::Begin("MetaScene nodes", 0, 0);
+ }
+
int nscn = scenes.size();
for(int i=0; i<nscn; i++) {
+
+ if(debug_gui) {
+ if(scenes[i]->name.empty()) {
+ sprintf(text, "scene %3d", i);
+ } else {
+ sprintf(text, "scene %3d: %s", i, scenes[i]->name.c_str());
+ }
+ expanded = parent_expanded = ImGui::TreeNode(text);
+ }
+
scenes[i]->update(dt);
+
+ if(debug_gui && expanded) {
+ ImGui::TreePop();
+ }
+ }
+
+ if(debug_gui) {
+ ImGui::End();
}
}
std::vector<MaterialEdit> mtledit;
};
+/*! Processes a `scenefile` node. And kicks off scene loading (if necessary) by
+ * calling `SceneSet::get`.
+ */
static bool proc_scenefile(MetaScene *mscn, struct ts_node *node)
{
const char *fname = ts_get_attr_str(node, "file");
fname = namebuf;
}
- // material edits
+ // material edits are kept in a list to be applied when the scene has been loaded
struct ts_node *child = node->child_list;
while(child) {
MaterialEdit medit;