Public Types | Public Member Functions

ISceneStateManager Class Reference

This reference page is linked to from the following overview topics: Managing Scene States.


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Detailed Description

This class is the public interface to the scene state feature.

#include <ISceneStateManager.h>

Inheritance diagram for ISceneStateManager:
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List of all members.

Public Types

enum   SceneStatePart {
  eIncludeLightProperties = 0, eIncludeLightTM = 1, eIncludeObjectProperties = 2, eIncludeCameraTM = 3,
  eIncludeCameraProperties = 4, eIncludeLayerProperties = 5, eIncludeLayerAssignment = 6, eIncludeMaterials = 7,
  eIncludeEnvironment = 8, eIncludeAnimationLayerProperties = 9
}
 

Definition of scene state parts.

More...
enum   {
  E_GET_COUNT, E_GET, E_FIND, E_CAPTURE,
  E_RESTORE, E_DELETE, E_RENAME, E_GET_PARTS,
  E_GET_NUM_PARTS, E_PART_TO_INDEX, E_INDEX_TO_PART, E_CAPTURE_ALL_PARTS,
  E_RESTORE_ALL_PARTS
}

Public Member Functions

virtual int  GetSceneStateCount ()=0
  Get the number of scene states stored in the scene.
virtual const MCHAR *  GetSceneState (int index)=0
  Get the name of the scene state at this index.
virtual int  FindSceneState (const MCHAR *name)=0
  Find the index of the scene state with this name.
virtual bool  CaptureState (const MCHAR *name)=0
  Capture, or save, a scene state. All scene state parts will be saved.
virtual bool  CaptureState (const MCHAR *name, BitArray parts)=0
  Capture, or save, a scene state with a specific set of parts.
virtual bool  RestoreState (const MCHAR *name)=0
  Restore a scene state. All scene state parts included in the scene state will be restored.
virtual bool  RestoreState (const MCHAR *name, BitArray parts)=0
  Restore a scene state.
virtual bool  DeleteState (const MCHAR *name)=0
  Delete the scene state with this name.
virtual bool  RenameState (const MCHAR *oldName, const MCHAR *newName)=0
  Rename a scene state.
virtual BitArray  GetSceneStateParts (const MCHAR *name)=0
  Get the parts that are stored in a specific scene state.
virtual void  DoManageDialog ()=0
  Open the Scene State manager dialog.
virtual void  EnumAuxFiles (AssetEnumCallback &assetEnum, DWORD flags=FILE_ENUM_ALL)=0
  Enumerate external files used by objects stored in the scene states.

Member Enumeration Documentation

Definition of scene state parts.

Each part is represented by a bit in a BitArray

Enumerator:
eIncludeLightProperties 
eIncludeLightTM 
eIncludeObjectProperties 
eIncludeCameraTM 
eIncludeCameraProperties 
eIncludeLayerProperties 
eIncludeLayerAssignment 
eIncludeMaterials 
eIncludeEnvironment 
eIncludeAnimationLayerProperties 
anonymous enum

Member Function Documentation

virtual int GetSceneStateCount ( ) [pure virtual]

Get the number of scene states stored in the scene.

Returns:
The number of scene states stored in the scene.
virtual const MCHAR* GetSceneState ( int  index ) [pure virtual]

Get the name of the scene state at this index.

Parameters:
[in] index - The index of the scene state
Returns:
The name of the scene state, or NULL in case of an error.
virtual int FindSceneState ( const MCHAR *  name ) [pure virtual]

Find the index of the scene state with this name.

Parameters:
[in] name - The name of the scene state.
Returns:
The index of the scene state, or -1 in case of an error.
virtual bool CaptureState ( const MCHAR *  name ) [pure virtual]

Capture, or save, a scene state. All scene state parts will be saved.

Parameters:
[in] name - The name of the scene state
Returns:
true if successful, otherwise false.
virtual bool CaptureState ( const MCHAR *  name,
BitArray  parts 
) [pure virtual]

Capture, or save, a scene state with a specific set of parts.

Parameters:
[in] name - The name of the scene state
[in] parts - A BitArray representing the scene state parts to save.
Returns:
true if successful, otherwise false.
See also:
SceneStatePart
virtual bool RestoreState ( const MCHAR *  name ) [pure virtual]

Restore a scene state. All scene state parts included in the scene state will be restored.

Parameters:
[in] name - The name of the scene state to restore
Returns:
true if successful, otherwise false.
virtual bool RestoreState ( const MCHAR *  name,
BitArray  parts 
) [pure virtual]

Restore a scene state.

Parameters:
[in] name - The name of the scene state to restore
[in] parts - A BitArray representing the scene state parts to restore.
Returns:
true if successful, otherwise false.
See also:
SceneStatePart
virtual bool DeleteState ( const MCHAR *  name ) [pure virtual]

Delete the scene state with this name.

Parameters:
[in] name - The name of the scene state to delete
Returns:
true if successful, otherwise false.
virtual bool RenameState ( const MCHAR *  oldName,
const MCHAR *  newName 
) [pure virtual]

Rename a scene state.

Parameters:
[in] oldName - The name of the scene state to rename
[in] newName - The new name of the scene state
Returns:
true if successful, otherwise false.
virtual BitArray GetSceneStateParts ( const MCHAR *  name ) [pure virtual]

Get the parts that are stored in a specific scene state.

Parameters:
[in] name - The name of the scene state
Returns:
A bitarray representing the parts that the scene state contains.
See also:
SceneStatePart
virtual void DoManageDialog ( ) [pure virtual]

Open the Scene State manager dialog.

virtual void EnumAuxFiles ( AssetEnumCallback assetEnum,
DWORD  flags = FILE_ENUM_ALL 
) [pure virtual]

Enumerate external files used by objects stored in the scene states.

Parameters:
[in] assetEnum - The callback where external files are logged.
[in] flags - Standard EnumAuxFiles flags.

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