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