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SceneManagementImpl.h
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SceneManagementImpl.h
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// Copyright 2010-2013 Fabric Engine Inc. All rights reserved.
#ifndef __FabricSpliceImpl__SceneManagementImpl_H__
#define __FabricSpliceImpl__SceneManagementImpl_H__
#include "StringUtilityImpl.h"
#include "DGPortImpl.h"
namespace FabricSpliceImpl
{
// struct ManipulationData {
// int event;
// void * userData;
// const char * graphName;
// const char * portName;
// const FabricCore::RTVal * manipulationContext;
// const FabricCore::RTVal * manipulationResult;
// };
/// is fired when a manipulation has happened
// typedef int(*ManipulationFunc)(ManipulationData * data);
class SceneManagementImpl
{
public:
// /// sets the callback for manipulation
// static void setManipulationFunc(ManipulationFunc func);
// /// fires the manipulation callback
// static void callManipulationFunc(ManipulationData * data);
/// returns true if a type is manipulatable
/// this essentially checks if a the type has a method with
/// the following notation:
/// function Integer CustomType.manipulate!(String prefix, ManipulationContext context, io ManipulationResult result)
// static bool isKLTypeManipulatable(std::string name);
/// returns true if there is anything to render
static bool hasRenderableContent();
/// draw all drawable ports
static void drawOpenGL(FabricCore::RTVal & drawContext);
/// raycast against all raycastable objects
// static bool raycast(FabricCore::RTVal & raycastContext, DGPortImplPtr & port);
/// resets all cached data
// static void reset();
/// set error status
static void setErrorStatus(bool inError);
private:
// static ManipulationFunc sManipulationFunc;
// static std::map<std::string, int> sManipulatableMap;
static bool sInError;
};
}
#endif