[141] | 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 | * RunManager is the basic control object during the game. |
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| 29 | * |
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| 30 | * The RunManger class is designed to actually "run" the main part of the |
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| 31 | * game. The Idea is, that you could derive from the RunManager in order |
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| 32 | * to distinguish between a first person shooter or a space craft shooter. |
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| 33 | * RunManager loads and initialises everything in the scene (like the ship, |
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| 34 | * the enemies in the scene, any scripts, the physics, window events, |
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| 35 | * environment, HUD, etc.). |
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| 36 | * It also captures any input from keyboard, mous, joystick (optional) or |
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| 37 | * Ogre (window events). |
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| 38 | */ |
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| 39 | |
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[123] | 40 | #include "RunManager.h" |
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| 41 | |
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| 42 | |
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[141] | 43 | /** |
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| 44 | * Contructor only needs the render window and the Root object which are both |
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| 45 | * the OgreControl object. |
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| 46 | * Right now the constructor does all the initialisation work. This could also |
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| 47 | * be done in a new method "initialize()", for whatever purpose. |
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| 48 | * |
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| 49 | * |
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| 50 | * @param mOgre The OgreControl object holding the render window and the Root |
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| 51 | */ |
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| 52 | RunManager::RunManager(OgreControl * mOgre, bool bufferedKeys, |
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| 53 | bool bufferedMouse, bool bufferedJoy ) |
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| 54 | : mOgre(mOgre), mWindow(mOgre->getRenderWindow()), leftButtonDown(false), |
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| 55 | mStatsOn(true), mNumScreenShots(0), mTimeUntilNextToggle(0), |
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| 56 | mFiltering(TFO_BILINEAR), mAniso(1), mSceneDetailIndex(0), |
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| 57 | mDebugOverlay(0), mInputManager(0), mMouse(0), mKeyboard(0), mJoy(0) |
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[123] | 58 | { |
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[126] | 59 | |
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[141] | 60 | // SETTING UP THE SCENE |
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[126] | 61 | |
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[141] | 62 | // create one new SceneManger |
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| 63 | mSceneMgr = mOgre->getRoot()->createSceneManager(ST_GENERIC, "mScene"); |
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[123] | 64 | |
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[141] | 65 | // background scene (world objects, skybox, lights, etc.) |
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| 66 | mScene = new OrxonoxScene(mSceneMgr); |
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[123] | 67 | |
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[141] | 68 | // PLAYER SPACESHIP |
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[126] | 69 | |
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[141] | 70 | // create a steerable SceneNode (not derived!) object. The idea is that this |
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| 71 | // object only receives the mouse and the keyboard input (not specifi keys, |
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| 72 | // more like up, down, left, right, roll left, roll right, move down, |
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| 73 | // move up). The steering class can then decide how to control the node for |
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| 74 | // the spaceship. This gives a certain flexibility. |
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| 75 | // It should also be considered, that this class should provide another Node |
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| 76 | // for a camera to be attached (otherwise the spaceship in front of the |
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| 77 | // would be very static, never moving at all. |
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| 78 | mShipNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("ShipNode", |
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| 79 | Vector3(20, 20, 20)); |
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[126] | 80 | |
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[141] | 81 | // Construct a new spaceship and attach it to the node |
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| 82 | mShip = new OrxonoxShip(mSceneMgr, mShipNode); |
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[127] | 83 | |
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| 84 | |
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[141] | 85 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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[133] | 86 | |
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[141] | 87 | // load all resources and create the entities by calling the initialise() |
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| 88 | // methods for each object (don't initialise in the constructor!). |
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| 89 | mScene->initialise(); |
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| 90 | mShip->initialise(); |
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[123] | 91 | |
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| 92 | |
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[141] | 93 | // CAMERA AND VIEWPORT |
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| 94 | // TODO: create a camera manager. It should be able to change its position |
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| 95 | // around the space ship (predefined states would be nice too). And it should |
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| 96 | // also be able to switch between different locations (like ship, spactator, |
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| 97 | // certain fixed positions (e.g. finish line, etc.)). These are just ideas. |
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[123] | 98 | |
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[141] | 99 | // create camera and viewport |
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| 100 | createCamera(); |
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| 101 | createViewports(); |
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[123] | 102 | |
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| 103 | |
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[141] | 104 | // Set default mipmap level (NB some APIs ignore this) |
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| 105 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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[123] | 106 | |
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[141] | 107 | |
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| 108 | // BULLET LIST FOR THE TEST APPLICATION |
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[123] | 109 | |
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[141] | 110 | // TODO: Use STL to make life easier. But it works this way too.. |
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| 111 | mBullets = new Bullet*[10]; |
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| 112 | mBulletsPosition = 0; |
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| 113 | mBulletsSize = 10; |
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[123] | 114 | |
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[141] | 115 | |
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| 116 | // HUMAN INTERFACE |
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| 117 | |
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| 118 | using namespace OIS; |
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| 119 | |
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| 120 | mDebugOverlay = OverlayManager::getSingleton() |
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| 121 | .getByName("Core/DebugOverlay"); |
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| 122 | |
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| 123 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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| 124 | ParamList pl; |
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| 125 | size_t windowHnd = 0; |
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| 126 | std::ostringstream windowHndStr; |
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| 127 | |
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| 128 | mWindow->getCustomAttribute("WINDOW", &windowHnd); |
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| 129 | windowHndStr << windowHnd; |
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| 130 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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| 131 | |
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| 132 | mInputManager = InputManager::createInputSystem( pl ); |
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| 133 | |
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| 134 | // Create all devices (We only catch joystick exceptions here, |
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| 135 | // as, most people have Key/Mouse) |
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| 136 | mKeyboard = static_cast<Keyboard*>(mInputManager |
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| 137 | ->createInputObject( OISKeyboard, bufferedKeys )); |
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| 138 | mMouse = static_cast<Mouse*>(mInputManager |
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| 139 | ->createInputObject( OISMouse, bufferedMouse )); |
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| 140 | try { |
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| 141 | mJoy = static_cast<JoyStick*>(mInputManager |
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| 142 | ->createInputObject( OISJoyStick, bufferedJoy )); |
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| 143 | } |
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| 144 | catch(...) { |
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| 145 | mJoy = 0; |
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| 146 | } |
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| 147 | |
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| 148 | //Set initial mouse clipping size |
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| 149 | windowResized(mWindow); |
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| 150 | |
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| 151 | showDebugOverlay(true); |
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| 152 | |
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| 153 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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| 154 | // It will then receive events liek windowClosed, windowResized, etc. |
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| 155 | WindowEventUtilities::addWindowEventListener(mWindow, this); |
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[123] | 156 | } |
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| 157 | |
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[141] | 158 | /** |
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| 159 | * Standard destructor. |
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| 160 | * Removes this object as a window event listener and deletes all created |
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| 161 | * variables. |
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| 162 | */ |
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[123] | 163 | RunManager::~RunManager() |
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| 164 | { |
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[141] | 165 | //Remove ourself as a Window listener |
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| 166 | WindowEventUtilities::removeWindowEventListener(mWindow, this); |
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| 167 | windowClosed(mWindow); |
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[123] | 168 | |
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[141] | 169 | if (mScene) |
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| 170 | delete mScene; |
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| 171 | if (mShip) |
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| 172 | delete mShip; |
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[133] | 173 | |
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[141] | 174 | // clean up the bullet list |
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| 175 | for (int i = 0; i < mBulletsPosition; i++) |
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| 176 | delete mBullets[i]; |
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| 177 | delete mBullets; |
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[123] | 178 | } |
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| 179 | |
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| 180 | |
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[141] | 181 | /** |
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| 182 | * Method to compute anyting between 2 frames. |
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| 183 | * |
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| 184 | * Everything that needs to be computed during the games happens right here. |
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| 185 | * The only exception are the listeners (which should only set variables, |
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| 186 | * not actually do something). |
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| 187 | * |
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| 188 | * @param time Absolute play time |
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| 189 | * @param deltaTime Time passed since last frame |
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| 190 | * @return Return false to end rendering |
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| 191 | */ |
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[123] | 192 | bool RunManager::tick(unsigned long time, float deltaTime) |
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| 193 | { |
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[141] | 194 | // synchronize with internal class timer |
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| 195 | mTime = time; |
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[123] | 196 | |
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[141] | 197 | // Call tick() for every object |
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| 198 | // This could be done by registering (needs a factory..) |
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| 199 | mScene->tick(time, deltaTime); |
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| 200 | mShip->tick(time, deltaTime); |
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[123] | 201 | |
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[133] | 202 | |
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[141] | 203 | // Update the 'HUD' |
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| 204 | updateStats(); |
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[123] | 205 | |
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[141] | 206 | // update the bullet positions |
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| 207 | for (int i = 0; i < mBulletsPosition; i++) |
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| 208 | { |
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| 209 | mBullets[i]->mNode->translate(mBullets[i]->mSpeed*deltaTime); |
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| 210 | mBullets[i]->mNode->yaw(Degree(deltaTime*100)); |
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| 211 | mBullets[i]->mNode->roll(Degree(deltaTime*300)); |
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| 212 | } |
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[123] | 213 | |
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[141] | 214 | // HUMAN INTERFACE |
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[123] | 215 | |
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[141] | 216 | using namespace OIS; |
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[123] | 217 | |
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[141] | 218 | if(mWindow->isClosed()) return false; |
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[123] | 219 | |
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[141] | 220 | //Need to capture/update each device |
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| 221 | mKeyboard->capture(); |
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| 222 | mMouse->capture(); |
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| 223 | if( mJoy ) mJoy->capture(); |
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[123] | 224 | |
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[141] | 225 | bool buffJ = (mJoy) ? mJoy->buffered() : true; |
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| 226 | |
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| 227 | //Check if one of the devices is not buffered |
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| 228 | if( !mMouse->buffered() || !mKeyboard->buffered() || !buffJ ) |
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| 229 | { |
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| 230 | // one of the input modes is immediate, so setup what |
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| 231 | // is needed for immediate movement |
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| 232 | if (mTimeUntilNextToggle >= 0) |
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| 233 | mTimeUntilNextToggle -= deltaTime; |
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| 234 | } |
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| 235 | |
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| 236 | //Check to see which device is not buffered, and handle it |
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| 237 | if( !mKeyboard->buffered() ) |
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| 238 | if( processUnbufferedKeyInput() == false ) |
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| 239 | return false; |
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| 240 | if( !mMouse->buffered() ) |
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| 241 | if( processUnbufferedMouseInput() == false ) |
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| 242 | return false; |
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| 243 | |
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| 244 | // keep rendering |
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| 245 | return true; |
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[123] | 246 | } |
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| 247 | |
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| 248 | |
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[141] | 249 | /** |
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| 250 | * Adjust mouse clipping area. |
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| 251 | * This method is called by Ogre without regards of tick()! |
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| 252 | * Avoid doing too much in this call. |
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| 253 | * @param rw render window |
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| 254 | */ |
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[123] | 255 | void RunManager::windowResized(RenderWindow* rw) |
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| 256 | { |
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[141] | 257 | unsigned int width, height, depth; |
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| 258 | int left, top; |
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| 259 | rw->getMetrics(width, height, depth, left, top); |
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[123] | 260 | |
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[141] | 261 | const OIS::MouseState &ms = mMouse->getMouseState(); |
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| 262 | ms.width = width; |
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| 263 | ms.height = height; |
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[123] | 264 | } |
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| 265 | |
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| 266 | |
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[141] | 267 | /** |
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| 268 | * Unattach OIS before window shutdown (very important under Linux). |
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| 269 | * Again, avoid computing a lot in this function. |
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| 270 | * @param rw Render Window |
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| 271 | */ |
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[123] | 272 | void RunManager::windowClosed(RenderWindow* rw) |
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| 273 | { |
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[141] | 274 | //Only close for window that created OIS (the main window in these demos) |
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| 275 | if( rw == mWindow ) |
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| 276 | { |
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| 277 | if( mInputManager ) |
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| 278 | { |
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| 279 | mInputManager->destroyInputObject( mMouse ); |
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| 280 | mInputManager->destroyInputObject( mKeyboard ); |
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| 281 | mInputManager->destroyInputObject( mJoy ); |
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[123] | 282 | |
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[141] | 283 | OIS::InputManager::destroyInputSystem(mInputManager); |
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| 284 | mInputManager = 0; |
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| 285 | } |
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| 286 | } |
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[123] | 287 | } |
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| 288 | |
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[141] | 289 | /** |
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| 290 | * Processes the Keyboard input. |
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| 291 | * TODO: Use listeners to improve performance. |
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| 292 | * A lookup table should be implemented to bind any key to a specific action. |
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| 293 | * @return Return true to keep rendering |
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| 294 | */ |
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[123] | 295 | bool RunManager::processUnbufferedKeyInput() |
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| 296 | { |
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[141] | 297 | using namespace OIS; |
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[123] | 298 | |
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[141] | 299 | if(mKeyboard->isKeyDown(KC_A) || mKeyboard->isKeyDown(KC_LEFT)) |
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| 300 | mShip->setSideThrust(1); |
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| 301 | else if(mKeyboard->isKeyDown(KC_D) || mKeyboard->isKeyDown(KC_RIGHT)) |
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| 302 | mShip->setSideThrust(-1); |
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| 303 | else |
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| 304 | mShip->setSideThrust(0); |
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[123] | 305 | |
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[141] | 306 | if(mKeyboard->isKeyDown(KC_UP) || mKeyboard->isKeyDown(KC_W) ) |
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| 307 | mShip->setThrust(1); |
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| 308 | else if(mKeyboard->isKeyDown(KC_DOWN) || mKeyboard->isKeyDown(KC_S) ) |
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| 309 | mShip->setThrust(-1); |
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| 310 | else |
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| 311 | mShip->setThrust(0); |
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[123] | 312 | |
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[141] | 313 | if( mKeyboard->isKeyDown(KC_ESCAPE) || mKeyboard->isKeyDown(KC_Q) ) |
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| 314 | return false; |
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[123] | 315 | |
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[141] | 316 | if( mKeyboard->isKeyDown(KC_F) && mTimeUntilNextToggle <= 0 ) |
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| 317 | { |
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| 318 | mStatsOn = !mStatsOn; |
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| 319 | showDebugOverlay(mStatsOn); |
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| 320 | mTimeUntilNextToggle = 1; |
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| 321 | } |
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[123] | 322 | |
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[141] | 323 | if( mKeyboard->isKeyDown(KC_T) && mTimeUntilNextToggle <= 0 ) |
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| 324 | { |
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| 325 | switch(mFiltering) |
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| 326 | { |
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| 327 | case TFO_BILINEAR: |
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| 328 | mFiltering = TFO_TRILINEAR; |
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| 329 | mAniso = 1; |
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| 330 | break; |
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| 331 | case TFO_TRILINEAR: |
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| 332 | mFiltering = TFO_ANISOTROPIC; |
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| 333 | mAniso = 8; |
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| 334 | break; |
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| 335 | case TFO_ANISOTROPIC: |
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| 336 | mFiltering = TFO_BILINEAR; |
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| 337 | mAniso = 1; |
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| 338 | break; |
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| 339 | default: break; |
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| 340 | } |
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| 341 | MaterialManager::getSingleton().setDefaultTextureFiltering(mFiltering); |
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| 342 | MaterialManager::getSingleton().setDefaultAnisotropy(mAniso); |
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[123] | 343 | |
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[141] | 344 | showDebugOverlay(mStatsOn); |
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| 345 | mTimeUntilNextToggle = 1; |
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| 346 | } |
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[123] | 347 | |
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[141] | 348 | if(mKeyboard->isKeyDown(KC_SYSRQ) && mTimeUntilNextToggle <= 0) |
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| 349 | { |
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| 350 | std::ostringstream ss; |
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| 351 | ss << "screenshot_" << ++mNumScreenShots << ".png"; |
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| 352 | mWindow->writeContentsToFile(ss.str()); |
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| 353 | mTimeUntilNextToggle = 0.5; |
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| 354 | mDebugText = "Saved: " + ss.str(); |
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| 355 | } |
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[123] | 356 | |
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[141] | 357 | if(mKeyboard->isKeyDown(KC_R) && mTimeUntilNextToggle <=0) |
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| 358 | { |
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| 359 | mSceneDetailIndex = (mSceneDetailIndex+1)%3 ; |
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| 360 | switch(mSceneDetailIndex) { |
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| 361 | case 0 : mCamera->setPolygonMode(PM_SOLID); break; |
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| 362 | case 1 : mCamera->setPolygonMode(PM_WIREFRAME); break; |
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| 363 | case 2 : mCamera->setPolygonMode(PM_POINTS); break; |
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| 364 | } |
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| 365 | mTimeUntilNextToggle = 0.5; |
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| 366 | } |
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[123] | 367 | |
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[141] | 368 | static bool displayCameraDetails = false; |
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| 369 | if(mKeyboard->isKeyDown(KC_P) && mTimeUntilNextToggle <= 0) |
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| 370 | { |
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| 371 | displayCameraDetails = !displayCameraDetails; |
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| 372 | mTimeUntilNextToggle = 0.5; |
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| 373 | if (!displayCameraDetails) |
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| 374 | mDebugText = ""; |
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| 375 | } |
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[123] | 376 | |
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[141] | 377 | // Print camera details |
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| 378 | if(displayCameraDetails) |
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| 379 | mDebugText = StringConverter::toString(mShip->getThrust()) |
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| 380 | + " | Speed = " + StringConverter::toString(mShip->speed); |
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| 381 | // mDebugText = "P: " + StringConverter::toString(mCamera |
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| 382 | // ->getDerivedPosition()) + " " + "O: " |
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| 383 | // + StringConverter::toString(mCamera->getDerivedOrientation()); |
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[123] | 384 | |
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[141] | 385 | // Return true to continue rendering |
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| 386 | return true; |
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[123] | 387 | } |
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| 388 | |
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| 389 | |
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[141] | 390 | /** |
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| 391 | * Processes the Mouse input. |
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| 392 | * TODO: Use listeners to improve performance. |
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| 393 | * A lookup table should be implemented to bind ANY button or movement |
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| 394 | * to a specific action. |
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| 395 | * @return Return true to keep rendering |
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| 396 | */ |
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[123] | 397 | bool RunManager::processUnbufferedMouseInput() |
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| 398 | { |
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[141] | 399 | using namespace OIS; |
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[123] | 400 | |
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[141] | 401 | const MouseState &ms = mMouse->getMouseState(); |
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[123] | 402 | |
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[141] | 403 | // This is a 'hack' to show some flying barrels.. |
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| 404 | // Usually, the Bullet created by the ship should be managed |
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| 405 | // by the physics engine.. |
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| 406 | if (ms.buttonDown(MB_Left) && !leftButtonDown) |
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| 407 | { |
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| 408 | // Prevent continuous fire for the moment. |
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| 409 | leftButtonDown = true; |
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| 410 | |
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| 411 | // let ship fire one shot with its only weapon (Barrels..) |
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| 412 | Bullet *mTempBullet = mShip->fire(); |
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[133] | 413 | |
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[141] | 414 | // resize array if neccessary (double the size then) |
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| 415 | if (mBulletsPosition >= mBulletsSize) |
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| 416 | { |
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| 417 | // redimension the array |
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| 418 | Bullet **mTempArray = new Bullet*[2*mBulletsSize]; |
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| 419 | for (int i = 0; i < mBulletsSize; i++) |
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| 420 | mTempArray[i] = mBullets[i]; |
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| 421 | mBulletsSize *= 2; |
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| 422 | delete mBullets; |
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| 423 | mBullets = mTempArray; |
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| 424 | } |
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[133] | 425 | |
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[141] | 426 | // add the bullet to the list |
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| 427 | mBullets[mBulletsPosition++] = mTempBullet; |
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[128] | 428 | |
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[141] | 429 | } |
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| 430 | else if (!ms.buttons) |
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| 431 | leftButtonDown = false; |
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| 432 | |
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| 433 | // space ship steering. This should definitely be done in the steering object |
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| 434 | // Simply give it the mouse movements. |
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| 435 | mShip->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); |
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| 436 | mShip->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); |
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| 437 | |
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| 438 | // keep rendering |
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| 439 | return true; |
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[123] | 440 | } |
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| 441 | |
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[141] | 442 | /** |
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| 443 | * Show the debug overlay of desired. |
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| 444 | * @param show Whether or not to show the debug overlay |
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| 445 | */ |
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[123] | 446 | void RunManager::showDebugOverlay(bool show) |
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| 447 | { |
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[141] | 448 | if (mDebugOverlay) |
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| 449 | { |
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| 450 | if (show) |
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| 451 | mDebugOverlay->show(); |
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| 452 | else |
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| 453 | mDebugOverlay->hide(); |
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| 454 | } |
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[123] | 455 | } |
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| 456 | |
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| 457 | |
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[141] | 458 | /** |
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| 459 | * Show stats (e.g. FPS) in the left lower corner of the screen. |
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| 460 | * Copied from the ExampleFrameListener.h in the Ogre SDK |
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| 461 | */ |
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[123] | 462 | void RunManager::updateStats(void) |
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| 463 | { |
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[141] | 464 | static String currFps = "Current FPS: "; |
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| 465 | static String avgFps = "Average FPS: "; |
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| 466 | static String bestFps = "Best FPS: "; |
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| 467 | static String worstFps = "Worst FPS: "; |
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| 468 | static String tris = "Triangle Count: "; |
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| 469 | static String batches = "Batch Count: "; |
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[123] | 470 | |
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[141] | 471 | // update stats when necessary |
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| 472 | try { |
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| 473 | OverlayElement* guiAvg = OverlayManager::getSingleton() |
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| 474 | .getOverlayElement("Core/AverageFps"); |
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| 475 | OverlayElement* guiCurr = OverlayManager::getSingleton() |
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| 476 | .getOverlayElement("Core/CurrFps"); |
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| 477 | OverlayElement* guiBest = OverlayManager::getSingleton() |
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| 478 | .getOverlayElement("Core/BestFps"); |
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| 479 | OverlayElement* guiWorst = OverlayManager::getSingleton() |
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| 480 | .getOverlayElement("Core/WorstFps"); |
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[123] | 481 | |
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[141] | 482 | const RenderTarget::FrameStats& stats = mWindow->getStatistics(); |
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| 483 | guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); |
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| 484 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); |
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| 485 | guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) |
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| 486 | +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); |
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| 487 | guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) |
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| 488 | +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); |
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[123] | 489 | |
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[141] | 490 | OverlayElement* guiTris = OverlayManager::getSingleton() |
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| 491 | .getOverlayElement("Core/NumTris"); |
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| 492 | guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); |
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[123] | 493 | |
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[141] | 494 | OverlayElement* guiBatches = OverlayManager::getSingleton() |
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| 495 | .getOverlayElement("Core/NumBatches"); |
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| 496 | guiBatches->setCaption(batches |
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| 497 | + StringConverter::toString(stats.batchCount)); |
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[123] | 498 | |
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[141] | 499 | OverlayElement* guiDbg = OverlayManager::getSingleton() |
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| 500 | .getOverlayElement("Core/DebugText"); |
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| 501 | guiDbg->setCaption(mDebugText); |
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| 502 | } |
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| 503 | catch(...) { /* ignore */ } |
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[123] | 504 | } |
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| 505 | |
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| 506 | |
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| 507 | |
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[141] | 508 | /** |
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| 509 | * Simple camera creator. |
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| 510 | * mShipNode->attachObject(mCamera) should no be here! This is what the camera |
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| 511 | * manager is for. Right now, this method should do just fine, setting the |
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| 512 | * cam behind the ship. |
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| 513 | */ |
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[123] | 514 | void RunManager::createCamera(void) |
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| 515 | { |
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[141] | 516 | mCamera = mSceneMgr->createCamera("PlayerCam"); |
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| 517 | mShipNode->attachObject(mCamera); |
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| 518 | mCamera->setNearClipDistance(5); |
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| 519 | mCamera->setPosition(Vector3(0,10,500)); |
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| 520 | mCamera->lookAt(Vector3(0,0,0)); |
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[123] | 521 | } |
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| 522 | |
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[141] | 523 | /** |
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| 524 | * Simple viewport creator. |
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| 525 | * TODO: fully understand the concept of viewports concerning orxnox. |
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| 526 | * E.g. do we need splitscreen mode? |
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| 527 | * For now the viewport uses the entire render window and is based on the one |
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| 528 | * camera created so far. |
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| 529 | */ |
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[123] | 530 | void RunManager::createViewports(void) |
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| 531 | { |
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[141] | 532 | // Create one viewport, entire window |
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| 533 | Viewport* vp = mWindow->addViewport(mCamera); |
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| 534 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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[123] | 535 | |
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[141] | 536 | // Alter the camera aspect ratio to match the viewport |
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| 537 | mCamera->setAspectRatio( |
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| 538 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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[123] | 539 | } |
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| 540 | |
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| 541 | |
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