Example #1
0
GlLayer *GlScene::createLayerAfter(const string &layerName, const string &afterLayerWithName, bool is3d) {
  GlLayer *newLayer = NULL;
  GlLayer *oldLayer = getLayer(layerName);

  for(vector<pair<string, GlLayer *> >::iterator it = _layersList.begin() ; it != _layersList.end(); ++it) {
    if(it->first == afterLayerWithName) {
      ++it;
      if (!is3d) {
        newLayer = new GlLayer(layerName, is3d);
      } else {
        newLayer = new GlLayer(layerName, getMainLayer()->getCamera(), getMainLayer()->getLight());
      }
      _layersList.insert(it, pair<string,GlLayer*>(layerName, newLayer));
      newLayer->setScene(this);

      if(oldLayer != NULL) {
        warning() << "Warning : You have a layer in the scene with same name, previous layer will be removed" << endl;
        removeLayer(oldLayer);
      }

      break;
    }
  }

  if (newLayer) {
    sendEvent(GlSceneEvent(GlSceneEvent::LAYER_ADDED_IN_SCENE, this, newLayer));
  }

  return newLayer;
}
Example #2
0
GlLayer *GlScene::createLayer(const string &name, bool is3d) {
  GlLayer *oldLayer = getLayer(name);

  if(oldLayer != NULL) {
    warning() << "Warning : You have a layer in the scene with same name, previous layer will be removed" << endl;
    removeLayer(oldLayer);
  }

  GlLayer *newLayer = NULL;
  if (!is3d) {
    newLayer = new GlLayer(name, is3d);
  } else {
    newLayer = new GlLayer(name, getMainLayer()->getCamera(), getMainLayer()->getLight());
  }
  _layersList.push_back(pair<string,GlLayer*>(name, newLayer));
  newLayer->setScene(this);

  sendEvent(GlSceneEvent(GlSceneEvent::LAYER_ADDED_IN_SCENE, this, newLayer));

  return newLayer;
}