Implementation of Subscenes, SceneGroups and Gamemodes

Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
This commit is contained in:
Areloch 2024-09-01 16:39:00 -05:00
parent 0d07823ecd
commit ae8eca48e1
36 changed files with 2963 additions and 173 deletions

View file

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#pragma once
#ifndef SCENE_GROUP_H
#define SCENE_GROUP_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class SceneGroup : public SceneObject
{
typedef SceneObject Parent;
public:
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
public:
SceneGroup();
virtual ~SceneGroup();
DECLARE_CONOBJECT(SceneGroup);
DECLARE_CATEGORY("Object \t Collection");
static void initPersistFields();
// SimObject
bool onAdd() override;
void onRemove() override;
void onEditorEnable() override;
void onEditorDisable() override;
void inspectPostApply() override;
void onInspect(GuiInspector* inspector) override;
// NetObject
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
void unpackUpdate(NetConnection* conn, BitStream* stream) override;
// SceneObject
void setTransform(const MatrixF& mat) override;
void setRenderTransform(const MatrixF& mat) override;
// Object management
void addObject(SimObject* object) override;
void removeObject(SimObject* object) override;
void recalculateBoundingBox();
///
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere) override;
bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&) override;
void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) override;
};
#endif