| [346] | 1 | /* |
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| [513] | 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * |
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| 4 | * |
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| 5 | * License notice: |
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| 6 | * |
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| 7 | * This program is free software; you can redistribute it and/or |
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| 8 | * modify it under the terms of the GNU General Public License |
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| 9 | * as published by the Free Software Foundation; either version 2 |
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| 10 | * of the License, or (at your option) any later version. |
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| 11 | * |
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| 12 | * This program is distributed in the hope that it will be useful, |
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| 13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | * GNU General Public License for more details. |
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| 16 | * |
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| 17 | * You should have received a copy of the GNU General Public License |
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| 18 | * along with this program; if not, write to the Free Software |
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| 19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 20 | * |
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| 21 | * Author: |
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| 22 | * Reto Grieder |
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| 23 | * Co-authors: |
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| 24 | * ... |
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| 25 | * |
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| 26 | */ |
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| [346] | 27 | |
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| 28 | |
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| 29 | #include "OgreVector3.h" |
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| 30 | #include "OgreStringConverter.h" |
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| 31 | #include "OgreRoot.h" |
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| 32 | #include "OgreSceneManager.h" |
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| 33 | #include "OgreSceneNode.h" |
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| 34 | #include "OgreCamera.h" |
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| 35 | #include "OgreViewport.h" |
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| 36 | #include "OgreRenderWindow.h" |
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| 37 | #include "OgreTextureManager.h" |
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| 38 | #include "OgreMaterialManager.h" |
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| 39 | #include "OgreLogManager.h" |
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| 40 | #include "OgreWindowEventUtilities.h" |
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| 41 | |
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| 42 | //Use this define to signify OIS will be used as a DLL |
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| 43 | //(so that dll import/export macros are in effect) |
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| 44 | #define OIS_DYNAMIC_LIB |
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| 45 | #include <OIS/OIS.h> |
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| 46 | |
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| 47 | #include "ogre_control.h" |
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| 48 | #include "orxonox_scene.h" |
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| 49 | #include "orxonox_ship.h" |
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| 50 | #include "inertial_node.h" |
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| 51 | |
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| 52 | #include "weapon/bullet.h" |
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| 53 | #include "weapon/bullet_manager.h" |
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| 54 | #include "weapon/base_weapon.h" |
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| 55 | |
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| [588] | 56 | //#include "hud/hud_overlay.h" |
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| 57 | //#include "hud/test_overlay.h" |
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| 58 | #include "hud/HUD.h" |
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| [346] | 59 | |
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| 60 | #include "run_manager.h" |
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| 61 | |
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| 62 | |
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| 63 | namespace orxonox { |
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| 64 | using namespace Ogre; |
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| 65 | using namespace weapon; |
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| 66 | using namespace hud; |
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| 67 | |
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| 68 | /** |
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| 69 | * RunManager is the basic control object during the game. |
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| [513] | 70 | * |
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| [346] | 71 | * The RunManger class is designed to actually "run" the main part of the |
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| 72 | * game. The Idea is, that you could derive from the RunManager in order |
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| 73 | * to distinguish between a first person shooter or a space craft shooter. |
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| 74 | * RunManager loads and initialises everything in the scene (like the ship, |
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| 75 | * the enemies in the scene, any scripts, the physics, window events, |
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| 76 | * environment, HUD, etc.). |
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| 77 | * It also captures any input from keyboard, mous, joystick (optional) or |
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| 78 | * Ogre (window events). |
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| 79 | */ |
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| 80 | |
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| 81 | |
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| 82 | RunManager* RunManager::singletonPtr_s = NULL; |
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| 83 | |
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| 84 | |
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| 85 | /** |
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| 86 | * Contructor only needs the Root object. |
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| 87 | */ |
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| 88 | RunManager::RunManager() |
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| 89 | : ogre_(NULL), window_(NULL), screenShotCounter_(0), |
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| 90 | timeUntilNextToggle_(0), mouseSensitivity_(0.003), inputManager_(0), |
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| 91 | mouse_(0), keyboard_(0), joystick_(0), statsOn_(true) |
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| 92 | { |
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| 93 | } |
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| 94 | |
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| 95 | /** |
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| 96 | * @param ogre_ The OgreControl object holding the render window and the Root |
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| 97 | */ |
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| 98 | void RunManager::initialise(OgreControl *ogre) |
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| 99 | { |
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| 100 | ogre_ = ogre; |
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| 101 | window_ = ogre->getRenderWindow(); |
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| 102 | |
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| 103 | // SETTING UP THE SCENE |
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| 104 | |
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| 105 | // create one new SceneManger |
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| 106 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); |
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| 107 | |
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| 108 | // background scene (world objects, skybox, lights, etc.) |
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| 109 | backgroundScene_ = new OrxonoxScene(sceneMgr_); |
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| 110 | |
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| 111 | |
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| 112 | // BULLET LIST FOR THE TEST APPLICATION |
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| 113 | |
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| 114 | // create a bullet manager |
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| 115 | bulletManager_ = new BulletManager(sceneMgr_); |
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| 116 | |
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| 117 | |
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| 118 | // PLAYER SPACESHIP |
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| 119 | |
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| 120 | // Create a space ship object and its SceneNode. |
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| 121 | // It should also be considered, that the ship should provide another Node |
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| 122 | // for a camera to be attached (otherwise the spaceship in front of the |
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| 123 | // ship would be very static, never moving at all). |
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| 124 | |
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| 125 | // Construct a new spaceship and give it the node |
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| 126 | playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() |
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| 127 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); |
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| 128 | |
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| 129 | |
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| 130 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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| 131 | |
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| 132 | // load all resources and create the entities by calling the initialise() |
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| 133 | // methods for each object (no constructor initialisations!). |
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| 134 | backgroundScene_->initialise(); |
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| 135 | playerShip_->initialise(); |
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| 136 | |
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| 137 | |
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| 138 | // CAMERA AND VIEWPORT |
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| 139 | |
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| 140 | // create camera and viewport |
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| 141 | createCamera(); |
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| 142 | createViewports(); |
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| 143 | |
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| 144 | // create HUD |
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| [588] | 145 | //hud_ = new hud::TestOverlay(window_); |
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| 146 | //hud_->show(); |
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| 147 | /*hud_ = new hud::HUD(); |
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| 148 | hud_->show();*/ |
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| [346] | 149 | |
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| 150 | |
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| 151 | // Set default mipmap level (NB some APIs ignore this) |
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| 152 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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| 153 | |
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| 154 | |
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| 155 | // HUMAN INTERFACE |
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| 156 | |
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| [513] | 157 | using namespace OIS; |
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| [346] | 158 | |
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| 159 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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| 160 | ParamList pl; |
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| 161 | size_t windowHnd = 0; |
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| 162 | std::ostringstream windowHndStr; |
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| 163 | |
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| 164 | window_->getCustomAttribute("WINDOW", &windowHnd); |
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| 165 | windowHndStr << windowHnd; |
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| 166 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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| 167 | |
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| 168 | inputManager_ = InputManager::createInputSystem( pl ); |
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| 169 | |
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| 170 | // Create all devices (We only catch joystick exceptions here, |
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| 171 | // as, most people have Key/Mouse) |
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| 172 | keyboard_ = static_cast<Keyboard*>(inputManager_ |
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| 173 | ->createInputObject( OISKeyboard, false )); |
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| 174 | mouse_ = static_cast<Mouse*>(inputManager_ |
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| 175 | ->createInputObject( OISMouse, false )); |
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| 176 | try { |
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| 177 | joystick_ = static_cast<JoyStick*>(inputManager_ |
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| 178 | ->createInputObject( OISJoyStick, false )); |
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| 179 | } |
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| 180 | catch(...) { |
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| 181 | joystick_ = 0; |
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| 182 | } |
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| 183 | |
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| 184 | //Set initial mouse clipping size |
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| 185 | windowResized(window_); |
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| 186 | |
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| 187 | //showDebugOverlay(true); |
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| 188 | |
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| 189 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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| 190 | // It will then receive events liek windowClosed, windowResized, etc. |
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| 191 | WindowEventUtilities::addWindowEventListener(window_, this); |
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| 192 | } |
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| 193 | |
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| 194 | /** |
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| 195 | * Standard destructor. |
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| 196 | * Removes this object as a window event listener and deletes all created |
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| 197 | * variables. |
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| 198 | */ |
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| 199 | RunManager::~RunManager() |
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| 200 | { |
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| 201 | //Remove ourself as a Window listener |
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| 202 | WindowEventUtilities::removeWindowEventListener(window_, this); |
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| 203 | windowClosed(window_); |
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| 204 | |
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| 205 | if (backgroundScene_) |
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| 206 | delete backgroundScene_; |
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| 207 | if (playerShip_) |
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| 208 | delete playerShip_; |
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| 209 | if (bulletManager_) |
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| 210 | delete bulletManager_; |
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| [588] | 211 | /*if (hud_) |
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| 212 | delete hud_;*/ |
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| [346] | 213 | } |
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| 214 | |
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| 215 | |
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| 216 | /** |
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| 217 | * Method to compute anything between 2 frames. |
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| [513] | 218 | * |
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| [346] | 219 | * Everything that needs to be computed during the games happens right here. |
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| 220 | * The only exception are the listeners (which should only set variables, |
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| 221 | * not actually do something). |
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| [513] | 222 | * |
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| [346] | 223 | * @param time Absolute play time |
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| 224 | * @param deltaTime Time passed since last frame |
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| 225 | * @return Return false to end rendering |
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| 226 | */ |
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| 227 | bool RunManager::tick(unsigned long time, float deltaTime) |
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| 228 | { |
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| 229 | // synchronize with internal class timer |
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| 230 | totalTime_ = time; |
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| 231 | |
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| 232 | // Call tick() for every object |
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| 233 | // This could be done by registering (needs a factory..) |
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| 234 | backgroundScene_->tick(time, deltaTime); |
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| 235 | playerShip_->tick(time, deltaTime); |
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| 236 | |
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| 237 | |
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| 238 | // Update the HUD |
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| 239 | Ogre::String tempStr = " | Speed = " |
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| 240 | + StringConverter::toString(playerShip_->getSpeed()) |
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| 241 | + " | Left Ammo = " |
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| 242 | + StringConverter::toString(playerShip_ |
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| 243 | ->getMainWeapon()->getAmmoState()) |
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| 244 | + " | Ammo stock = " |
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| 245 | + StringConverter::toString(playerShip_->getAmmoStock()); |
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| [588] | 246 | //hud_->setDebugText(tempStr); |
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| [346] | 247 | |
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| [588] | 248 | //hud_->tick(time, deltaTime); |
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| [346] | 249 | |
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| 250 | // update the bullet positions |
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| 251 | bulletManager_->tick(time, deltaTime); |
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| 252 | |
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| 253 | |
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| 254 | // HUMAN INTERFACE |
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| 255 | |
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| 256 | using namespace OIS; |
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| 257 | |
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| 258 | if(window_->isClosed()) return false; |
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| 259 | |
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| 260 | //Need to capture/update each device |
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| 261 | keyboard_->capture(); |
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| 262 | mouse_->capture(); |
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| 263 | if( joystick_ ) joystick_->capture(); |
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| 264 | |
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| 265 | bool buffJ = (joystick_) ? joystick_->buffered() : true; |
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| 266 | |
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| 267 | //Check if one of the devices is not buffered |
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| 268 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) |
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| 269 | { |
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| 270 | // one of the input modes is immediate, so setup what |
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| 271 | // is needed for immediate movement |
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| 272 | if (timeUntilNextToggle_ >= 0) |
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| 273 | timeUntilNextToggle_ -= deltaTime; |
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| 274 | } |
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| 275 | |
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| 276 | // handle HID devices |
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| 277 | if( processUnbufferedKeyInput() == false ) |
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| 278 | return false; |
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| 279 | if( processUnbufferedMouseInput() == false ) |
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| 280 | return false; |
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| 281 | |
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| 282 | // keep rendering |
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| 283 | return true; |
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| 284 | } |
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| 285 | |
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| 286 | |
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| 287 | SceneManager& RunManager::getSceneManager() |
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| 288 | { |
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| 289 | return *sceneMgr_; |
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| 290 | } |
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| 291 | |
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| 292 | SceneManager* RunManager::getSceneManagerPtr() |
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| 293 | { |
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| 294 | return sceneMgr_; |
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| 295 | } |
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| 296 | |
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| 297 | BulletManager* RunManager::getBulletManagerPtr() |
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| 298 | { |
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| 299 | return bulletManager_; |
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| 300 | } |
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| 301 | |
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| 302 | int RunManager::getAmmunitionID(const Ogre::String &ammoName) |
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| 303 | { |
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| 304 | Ogre::String ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; |
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| 305 | int ammoTypesLength = 3; |
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| 306 | |
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| 307 | for (int i = 0; i < ammoTypesLength; i++) |
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| 308 | { |
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| 309 | if (ammoTypes[i] == ammoName) |
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| 310 | return i; |
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| 311 | } |
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| 312 | return -1; |
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| 313 | } |
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| 314 | |
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| 315 | int RunManager::getNumberOfAmmos() |
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| 316 | { |
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| 317 | return 3; |
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| 318 | } |
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| 319 | |
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| 320 | |
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| 321 | /** |
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| 322 | * Adjust mouse clipping area. |
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| 323 | * This method is called by Ogre without regards of tick()! |
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| 324 | * Avoid doing too much in this call. |
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| 325 | * @param rw render window |
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| 326 | */ |
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| 327 | void RunManager::windowResized(RenderWindow* rw) |
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| 328 | { |
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| 329 | unsigned int width, height, depth; |
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| 330 | int left, top; |
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| 331 | rw->getMetrics(width, height, depth, left, top); |
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| 332 | |
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| 333 | const OIS::MouseState &ms = mouse_->getMouseState(); |
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| 334 | ms.width = width; |
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| 335 | ms.height = height; |
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| 336 | } |
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| 337 | |
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| 338 | |
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| 339 | /** |
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| 340 | * Unattach OIS before window shutdown (very important under Linux). |
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| 341 | * Again, avoid computing a lot in this function. |
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| 342 | * @param rw Render Window |
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| 343 | */ |
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| 344 | void RunManager::windowClosed(RenderWindow* rw) |
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| 345 | { |
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| 346 | //Only close for window that created OIS (the main window in these demos) |
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| 347 | if( rw == window_ ) |
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| 348 | { |
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| 349 | if( inputManager_ ) |
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| 350 | { |
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| 351 | inputManager_->destroyInputObject( mouse_ ); |
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| 352 | inputManager_->destroyInputObject( keyboard_ ); |
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| 353 | inputManager_->destroyInputObject( joystick_ ); |
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| 354 | |
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| 355 | OIS::InputManager::destroyInputSystem(inputManager_); |
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| 356 | inputManager_ = 0; |
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| 357 | } |
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| 358 | } |
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| 359 | } |
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| 360 | |
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| 361 | /** |
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| 362 | * Processes the Keyboard input. |
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| 363 | * TODO: Use listeners to improve performance. |
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| 364 | * A lookup table should be implemented to bind any key to a specific action. |
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| 365 | * @return Return true to keep rendering |
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| 366 | */ |
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| 367 | bool RunManager::processUnbufferedKeyInput() |
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| 368 | { |
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| 369 | using namespace OIS; |
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| 370 | |
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| 371 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) |
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| 372 | playerShip_->setSideThrust(1); |
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| 373 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) |
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| 374 | playerShip_->setSideThrust(-1); |
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| 375 | else |
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| 376 | playerShip_->setSideThrust(0); |
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| 377 | |
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| 378 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) |
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| 379 | playerShip_->setMainThrust(1); |
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| 380 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) |
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| 381 | playerShip_->setMainThrust(-1); |
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| 382 | else |
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| 383 | playerShip_->setMainThrust(0); |
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| 384 | |
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| 385 | if (keyboard_->isKeyDown(KC_C)) |
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| 386 | playerShip_->setYThrust(1); |
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| 387 | else if (keyboard_->isKeyDown(KC_SPACE)) |
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| 388 | playerShip_->setYThrust(-1); |
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| 389 | else |
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| 390 | playerShip_->setYThrust(0); |
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| 391 | |
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| 392 | if (keyboard_->isKeyDown(KC_G)) |
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| 393 | playerShip_->getMainWeapon()->addAction(BaseWeapon::RELOAD); |
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| 394 | |
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| 395 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) |
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| 396 | return false; |
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| 397 | |
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| 398 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) |
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| 399 | { |
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| 400 | statsOn_ = !statsOn_; |
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| 401 | timeUntilNextToggle_ = 1; |
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| 402 | } |
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| 403 | |
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| 404 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) |
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| 405 | { |
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| 406 | std::ostringstream ss; |
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| 407 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; |
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| 408 | window_->writeContentsToFile(ss.str()); |
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| 409 | timeUntilNextToggle_ = 0.5; |
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| 410 | } |
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| 411 | |
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| 412 | // Return true to continue rendering |
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| 413 | return true; |
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| 414 | } |
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| 415 | |
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| 416 | |
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| 417 | /** |
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| 418 | * Processes the Mouse input. |
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| 419 | * TODO: Use listeners to improve performance. |
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| 420 | * A lookup table should be implemented to bind ANY button or movement |
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| 421 | * to a specific action. |
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| 422 | * @return Return true to keep rendering |
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| 423 | */ |
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| 424 | bool RunManager::processUnbufferedMouseInput() |
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| 425 | { |
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| 426 | using namespace OIS; |
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| 427 | |
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| 428 | const MouseState &ms = mouse_->getMouseState(); |
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| 429 | |
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| 430 | if (ms.buttonDown(MB_Left)) |
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| 431 | playerShip_->getMainWeapon()->primaryFireRequest(); |
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| 432 | |
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| 433 | if (ms.buttonDown(MB_Right)) |
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| 434 | playerShip_->getMainWeapon()->secondaryFireRequest(); |
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| 435 | |
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| 436 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); |
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| 437 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); |
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| 438 | |
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| 439 | // keep rendering |
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| 440 | return true; |
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| 441 | } |
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| 442 | |
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| 443 | /** |
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| 444 | * Show an overlay desired. |
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| 445 | * @param show Whether or not to show the debug overlay |
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| 446 | */ |
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| 447 | void RunManager::showDebugOverlay(bool show) |
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| 448 | { |
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| [588] | 449 | /*if (hud_) |
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| [346] | 450 | { |
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| 451 | if (show) |
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| 452 | hud_->show(); |
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| 453 | else |
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| 454 | hud_->hide(); |
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| [588] | 455 | }*/ |
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| [346] | 456 | } |
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| 457 | |
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| 458 | |
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| 459 | /** |
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| 460 | * Simple camera creator. |
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| 461 | * playerShip_Node->attachObject(camera_) should not be here! This is what |
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| 462 | * the camera manager is for. Right now, this method should do just fine, |
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| 463 | * setting the cam behind the ship. |
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| 464 | */ |
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| 465 | void RunManager::createCamera() |
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| 466 | { |
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| 467 | camera_ = sceneMgr_->createCamera("PlayerCam"); |
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| 468 | playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); |
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| 469 | camera_->setNearClipDistance(5); |
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| 470 | camera_->setPosition(Vector3(0,10,500)); |
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| 471 | camera_->lookAt(Vector3(0,0,0)); |
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| 472 | } |
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| 473 | |
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| 474 | /** |
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| 475 | * Simple viewport creator. |
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| 476 | * For now the viewport uses the entire render window and is based on the one |
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| 477 | * camera created so far. |
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| 478 | */ |
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| 479 | void RunManager::createViewports() |
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| 480 | { |
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| 481 | // Create one viewport, entire window |
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| 482 | Viewport* vp = window_->addViewport(camera_); |
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| 483 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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| 484 | |
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| 485 | // Alter the camera aspect ratio to match the viewport |
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| 486 | camera_->setAspectRatio( |
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| 487 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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| 488 | } |
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| 489 | |
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| 490 | |
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| 491 | RunManager* RunManager::createSingleton() |
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| 492 | { |
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| 493 | if (singletonPtr_s) |
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| 494 | return NULL; |
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| 495 | singletonPtr_s = new RunManager(); |
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| 496 | return singletonPtr_s; |
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| 497 | } |
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| 498 | |
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| 499 | void RunManager::destroySingleton() |
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| 500 | { |
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| 501 | if (singletonPtr_s) |
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| 502 | delete singletonPtr_s; |
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| 503 | } |
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| 504 | |
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| 505 | |
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| 506 | RunManager& RunManager::getSingleton() |
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| 507 | { |
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| 508 | return *singletonPtr_s; |
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| 509 | } |
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| 510 | |
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| 511 | RunManager* RunManager::getSingletonPtr() |
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| 512 | { |
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| 513 | return singletonPtr_s; |
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| 514 | } |
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| 515 | |
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| 516 | } |
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