This method reloads the states of the entities in a scene from a file, without recreating them. This is useful for loading game save states or synchonizing the world over a network.
Parameter | Description |
---|---|
path | file path to read |
stream | JSON data to read |
binstream | binary data to read |
flags | optional load flags |
Returns true of the scene was successfully reloaded, otherwise false is returned.
This method can be faster than LoadScene because it does not create any new objects. It may be able to handle scenes that been updated since the saved scene was created. For example if additional objects have been added to the scene since it was last saved, they will remain unchanged when the scene state is reloaded.
This feature is in continued development and its behavior may change somewhat in future updates.
This example saves the starting scene to memory and reloads the scene entity states when the space key is pressed.
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the displays
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a world
auto world = CreateWorld();
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a camera
auto camera = CreateCamera(world);
camera->SetClearColor(0.125);
camera->SetPosition(0, 1, -4);
//Create light
auto light = CreateBoxLight(world);
light->SetRange(-10, 10);
light->SetArea(15, 15);
light->SetRotation(45, 35, 0);
light->SetColor(2);
//Create the ground
auto ground = CreateBox(world, 10, 1, 10);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0, 1, 0);
//Create a scene
auto scene = CreateMap();
scene->entities.push_back(ground);
scene->entities.push_back(light);
ground = NULL;
light = NULL;
//Add some boxes
for (int n = 0; n < 10; ++n)
{
auto box = CreateBox(world);
box->SetColor(0, 0, 1);
box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5));
box->SetMass(1);
scene->entities.push_back(box);
}
//Save the starting scene to a file
scene->Save("game.sav");
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
//Reload the starting scene when space key is pressed
if (window->KeyHit(KEY_SPACE))
{
scene->Reload("game.sav");
}
world->Update();
world->Render(framebuffer);
}
return 0;
}