| [171] | 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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| [289] | 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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| [171] | 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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| [190] | 49 | #include "inertial_node.h" | 
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| [171] | 50 |  | 
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| [192] | 51 | #include "weapon/bullet.h" | 
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 | 52 | #include "weapon/bullet_manager.h" | 
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| [267] | 53 | #include "weapon/base_weapon.h" | 
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| [192] | 54 |  | 
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| [267] | 55 | #include "hud/hud_overlay.h" | 
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| [289] | 56 | #include "hud/test_overlay.h" | 
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| [267] | 57 |  | 
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| [171] | 58 | #include "run_manager.h" | 
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 | 59 |  | 
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| [267] | 60 |  | 
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| [171] | 61 | namespace orxonox { | 
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 | 62 |   using namespace Ogre; | 
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| [190] | 63 |   using namespace weapon; | 
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| [267] | 64 |   using namespace hud; | 
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| [171] | 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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| [289] | 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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| [267] | 90 |   { | 
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 | 91 |   } | 
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| [171] | 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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| [289] | 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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| [171] | 101 |     // SETTING UP THE SCENE | 
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 | 102 |  | 
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 | 103 |     // create one new SceneManger | 
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| [267] | 104 |     sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); | 
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| [171] | 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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| [190] | 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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| [171] | 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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| [289] | 121 |     // ship would be very static, never moving at all). | 
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| [171] | 122 |  | 
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 | 123 |     // Construct a new spaceship and give it the node | 
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| [267] | 124 |     playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() | 
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 | 125 |       ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); | 
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| [171] | 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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| [289] | 131 |     // methods for each object (no constructor initialisations!). | 
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| [171] | 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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| [267] | 142 |     // create HUD | 
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| [289] | 143 |     hud_ = new hud::TestOverlay(window_); | 
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| [267] | 144 |     hud_->show(); | 
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| [171] | 145 |  | 
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| [267] | 146 |  | 
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| [171] | 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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| [289] | 153 |     using namespace OIS;     | 
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| [171] | 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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| [267] | 183 |     //showDebugOverlay(true); | 
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| [171] | 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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| [190] | 205 |     if (bulletManager_) | 
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 | 206 |       delete bulletManager_; | 
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| [289] | 207 |     if (hud_) | 
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 | 208 |       delete hud_; | 
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| [171] | 209 |   } | 
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 | 210 |  | 
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 | 211 |  | 
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 | 212 |   /** | 
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| [289] | 213 |   * Method to compute anything between 2 frames. | 
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| [171] | 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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| [289] | 234 |     // Update the HUD | 
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| [292] | 235 |     Ogre::String tempStr = " | Speed = " | 
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| [289] | 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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| [292] | 241 |       + StringConverter::toString(playerShip_->getAmmoStock()); | 
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 | 242 |     hud_->setDebugText(tempStr); | 
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| [171] | 243 |  | 
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| [289] | 244 |     hud_->tick(time, deltaTime); | 
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 | 245 |  | 
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| [171] | 246 |     // update the bullet positions | 
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| [190] | 247 |     bulletManager_->tick(time, deltaTime); | 
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 | 248 |  | 
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| [171] | 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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| [267] | 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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| [171] | 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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| [267] | 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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| [171] | 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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| [267] | 426 |     if (ms.buttonDown(MB_Left)) | 
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 | 427 |       playerShip_->getMainWeapon()->primaryFireRequest(); | 
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| [190] | 428 |  | 
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| [267] | 429 |     if (ms.buttonDown(MB_Right)) | 
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 | 430 |       playerShip_->getMainWeapon()->secondaryFireRequest(); | 
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| [171] | 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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| [289] | 440 |   * Show an overlay desired. | 
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| [171] | 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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| [289] | 445 |     if (hud_) | 
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| [171] | 446 |     { | 
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 | 447 |       if (show) | 
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| [289] | 448 |         hud_->show(); | 
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| [171] | 449 |       else | 
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| [289] | 450 |         hud_->hide(); | 
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| [171] | 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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| [289] | 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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| [171] | 460 |   */ | 
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| [289] | 461 |   void RunManager::createCamera() | 
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| [171] | 462 |   { | 
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 | 463 |     camera_ = sceneMgr_->createCamera("PlayerCam"); | 
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| [190] | 464 |     playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); | 
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| [171] | 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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| [289] | 475 |   void RunManager::createViewports() | 
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| [171] | 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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| [289] | 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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| [292] | 512 | } | 
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