| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | * | 
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| 4 | * | 
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| 5 | *   License notice: | 
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| 6 | * | 
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| 7 | *   This program is free software: you can redistribute it and/or modify | 
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| 8 | *   it under the terms of the GNU General Public License as published by | 
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| 9 | *   the Free Software Foundation, either version 3 of the License, or | 
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| 10 | *   (at your option) any later version. | 
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| 11 | * | 
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| 12 | *   This program is distributed in the hope that it will be useful, | 
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| 13 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 14 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 15 | *   GNU General Public License for more details. | 
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| 16 | * | 
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| 17 | *   You should have received a copy of the GNU General Public License | 
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| 18 | *   along with this program.  If not, see <http://www.gnu.org/licenses/>. | 
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| 19 | * | 
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| 20 | * | 
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| 21 | *   Author: | 
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| 22 | *      Reto Grieder | 
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| 23 | *   Co-authors: | 
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| 24 | *      ... | 
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| 25 | */ | 
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| 26 |  | 
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| 27 |  | 
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| 28 | #include "Ogre.h" | 
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| 29 | //#include "OgreRoot.h" | 
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| 30 | //#include "OgreSceneManager.h" | 
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| 31 | //#include "OgreSceneNode.h" | 
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| 32 | //#include "OgreCamera.h" | 
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| 33 | //#include "OgreViewport.h" | 
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| 34 | //#include "OgreRenderWindow.h" | 
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| 35 | //#include "OgreOverlay.h" | 
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| 36 | //#include "OgreOverlayManager.h" | 
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| 37 | //#include "OgreOverlayElement.h" | 
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| 38 | //#include "OgreTextureManager.h" | 
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| 39 | //#include "OgreMaterialManager.h" | 
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| 40 | //#include "OgreLogManager.h" | 
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| 41 | //#include "OgreVector3.h" | 
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| 42 | //#include "OgreStringConverter.h" | 
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| 43 | //#include "OgreWindowEventUtilities.h" | 
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| 44 |  | 
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| 45 | //Use this define to signify OIS will be used as a DLL | 
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| 46 | //(so that dll import/export macros are in effect) | 
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| 47 | #define OIS_DYNAMIC_LIB | 
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| 48 | #include <OIS/OIS.h> | 
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| 49 |  | 
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| 50 | #include "ogre_control.h" | 
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| 51 | #include "orxonox_scene.h" | 
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| 52 | #include "orxonox_ship.h" | 
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| 53 | #include "camera_manager.h" | 
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| 54 | #include "inertial_node.h" | 
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| 55 |  | 
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| 56 | #include "weapon/bullet.h" | 
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| 57 | #include "weapon/bullet_manager.h" | 
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| 58 | #include "weapon/weapon_manager.h" | 
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| 59 |  | 
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| 60 | #include "run_manager.h" | 
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| 61 |  | 
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| 62 | namespace orxonox { | 
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| 63 |   using namespace Ogre; | 
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| 64 |   using namespace weapon; | 
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| 65 |  | 
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| 66 |   /** | 
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| 67 |   * RunManager is the basic control object during the game. | 
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| 68 |   *  | 
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| 69 |   * The RunManger class is designed to actually "run" the main part of the | 
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| 70 |   * game. The Idea is, that you could derive from the RunManager in order | 
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| 71 |   * to distinguish between a first person shooter or a space craft shooter. | 
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| 72 |   * RunManager loads and initialises everything in the scene (like the ship, | 
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| 73 |   * the enemies in the scene, any scripts, the physics, window events, | 
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| 74 |   * environment, HUD, etc.). | 
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| 75 |   * It also captures any input from keyboard, mous, joystick (optional) or | 
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| 76 |   * Ogre (window events). | 
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| 77 |   */ | 
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| 78 |  | 
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| 79 |  | 
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| 80 |   /** | 
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| 81 |   * Contructor only needs the render window and the Root object which are both | 
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| 82 |   * the OgreControl object. | 
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| 83 |   * Right now the constructor does all the initialisation work. This could also | 
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| 84 |   * be done in a new method "initialize()", for whatever purpose. | 
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| 85 |   *  | 
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| 86 |   *  | 
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| 87 |   * @param ogre_ The OgreControl object holding the render window and the Root | 
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| 88 |   */ | 
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| 89 |   RunManager::RunManager(OgreControl * ogre) | 
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| 90 |         : ogre_(ogre), window_(ogre->getRenderWindow()), leftButtonDown_(false), | 
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| 91 |         statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), | 
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| 92 |         filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), | 
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| 93 |         mouseSensitivity_(0.003), | 
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| 94 |         debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) | 
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| 95 |   { | 
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| 96 |  | 
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| 97 |     // SETTING UP THE SCENE | 
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| 98 |  | 
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| 99 |     // create one new SceneManger | 
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| 100 |     sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "backgroundScene_"); | 
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| 101 |  | 
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| 102 |     // background scene (world objects, skybox, lights, etc.) | 
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| 103 |     backgroundScene_ = new OrxonoxScene(sceneMgr_); | 
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| 104 |  | 
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| 105 |  | 
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| 106 |     // BULLET LIST FOR THE TEST APPLICATION | 
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| 107 |  | 
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| 108 |     // create a bullet manager | 
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| 109 |     bulletManager_ = new BulletManager(sceneMgr_); | 
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| 110 |     WeaponManager::loadWeapons(); | 
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| 111 |  | 
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| 112 |     // TODO: Use STL to make life easier. But it works this way too.. | 
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| 113 |     /*bullets_ = new Bullet*[10]; | 
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| 114 |     bulletsIndex_ = 0; | 
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| 115 |     bulletsSize_ = 10;*/ | 
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| 116 |  | 
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| 117 |  | 
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| 118 |     // PLAYER SPACESHIP | 
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| 119 |  | 
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| 120 |     // Create a space ship object and its SceneNode. | 
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| 121 |     // Some ideas about the steering: The ship should only receive events like | 
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| 122 |     // up, down, left, right, roll left, roll right, move down, move up, etc). | 
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| 123 |     // Multiple interpretations of these commands would make the game more | 
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| 124 |     // but it also makes AI steering more difficult, since for every type of | 
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| 125 |     // steering, new methods have to be written. | 
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| 126 |     // --> clearly define how a space ship can fly (rolling?, conservation of | 
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| 127 |     // impuls?, direct mouse sight steeering?, etc.) | 
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| 128 |     // It should also be considered, that the ship should provide another Node | 
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| 129 |     // for a camera to be attached (otherwise the spaceship in front of the | 
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| 130 |     // would be very static, never moving at all). | 
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| 131 |  | 
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| 132 |     // Construct a new spaceship and give it the node | 
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| 133 |     playerShip_ = new OrxonoxShip(sceneMgr_, sceneMgr_->getRootSceneNode() | 
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| 134 |       ->createChildSceneNode("ShipNode", Vector3(20, 20, 20)), bulletManager_); | 
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| 135 |  | 
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| 136 |  | 
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| 137 |     // RESOURCE LOADING (using ResourceGroups if implemented) | 
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| 138 |  | 
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| 139 |     // load all resources and create the entities by calling the initialise() | 
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| 140 |     // methods for each object (don't initialise in the constructor!). | 
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| 141 |     backgroundScene_->initialise(); | 
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| 142 |     playerShip_->initialise(); | 
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| 143 |  | 
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| 144 |  | 
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| 145 |     // CAMERA AND VIEWPORT | 
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| 146 |     // TODO: create a camera manager. It should be able to change its position | 
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| 147 |     // around the space ship (predefined states would be nice too). And it should | 
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| 148 |     // also be able to switch between different locations (like ship, spactator, | 
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| 149 |     // certain fixed positions (e.g. finish line, etc.)). These are just ideas. | 
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| 150 |  | 
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| 151 |     // create camera and viewport | 
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| 152 |     createCamera(); | 
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| 153 |     createViewports(); | 
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| 154 |  | 
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| 155 |  | 
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| 156 |     // Set default mipmap level (NB some APIs ignore this) | 
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| 157 |     TextureManager::getSingleton().setDefaultNumMipmaps(5); | 
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| 158 |  | 
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| 159 |      | 
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| 160 |  | 
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| 161 |     // HUMAN INTERFACE | 
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| 162 |  | 
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| 163 |     using namespace OIS; | 
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| 164 |  | 
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| 165 |     debugOverlay_ = OverlayManager::getSingleton() | 
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| 166 |       .getByName("Core/DebugOverlay"); | 
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| 167 |  | 
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| 168 |     LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); | 
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| 169 |     ParamList pl; | 
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| 170 |     size_t windowHnd = 0; | 
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| 171 |     std::ostringstream windowHndStr; | 
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| 172 |  | 
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| 173 |     window_->getCustomAttribute("WINDOW", &windowHnd); | 
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| 174 |     windowHndStr << windowHnd; | 
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| 175 |     pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); | 
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| 176 |  | 
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| 177 |     inputManager_ = InputManager::createInputSystem( pl ); | 
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| 178 |  | 
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| 179 |     // Create all devices (We only catch joystick exceptions here, | 
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| 180 |     // as, most people have Key/Mouse) | 
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| 181 |     keyboard_ = static_cast<Keyboard*>(inputManager_ | 
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| 182 |       ->createInputObject( OISKeyboard, false )); | 
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| 183 |     mouse_ = static_cast<Mouse*>(inputManager_ | 
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| 184 |       ->createInputObject( OISMouse, false )); | 
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| 185 |     try { | 
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| 186 |       joystick_ = static_cast<JoyStick*>(inputManager_ | 
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| 187 |         ->createInputObject( OISJoyStick, false )); | 
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| 188 |     } | 
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| 189 |     catch(...) { | 
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| 190 |       joystick_ = 0; | 
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| 191 |     } | 
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| 192 |  | 
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| 193 |     //Set initial mouse clipping size | 
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| 194 |     windowResized(window_); | 
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| 195 |  | 
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| 196 |     showDebugOverlay(true); | 
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| 197 |  | 
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| 198 |     // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE | 
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| 199 |     // It will then receive events liek windowClosed, windowResized, etc. | 
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| 200 |     WindowEventUtilities::addWindowEventListener(window_, this); | 
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| 201 |   } | 
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| 202 |  | 
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| 203 |   /** | 
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| 204 |   * Standard destructor. | 
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| 205 |   * Removes this object as a window event listener and deletes all created | 
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| 206 |   * variables. | 
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| 207 |   */ | 
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| 208 |   RunManager::~RunManager() | 
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| 209 |   { | 
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| 210 |     //Remove ourself as a Window listener | 
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| 211 |     WindowEventUtilities::removeWindowEventListener(window_, this); | 
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| 212 |     windowClosed(window_); | 
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| 213 |  | 
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| 214 |     if (backgroundScene_) | 
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| 215 |       delete backgroundScene_; | 
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| 216 |     if (playerShip_) | 
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| 217 |       delete playerShip_; | 
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| 218 |     if (bulletManager_) | 
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| 219 |       delete bulletManager_; | 
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| 220 |  | 
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| 221 |     WeaponManager::destroyWeapons(); | 
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| 222 |  | 
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| 223 |     // clean up the bullet list | 
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| 224 |     /*for (int i = 0; i < bulletsIndex_; i++) | 
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| 225 |       delete bullets_[i]; | 
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| 226 |     delete bullets_;*/ | 
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| 227 |   } | 
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| 228 |  | 
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| 229 |  | 
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| 230 |   /** | 
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| 231 |   * Method to compute anyting between 2 frames. | 
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| 232 |   *  | 
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| 233 |   * Everything that needs to be computed during the games happens right here. | 
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| 234 |   * The only exception are the listeners (which should only set variables, | 
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| 235 |   * not actually do something). | 
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| 236 |   *  | 
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| 237 |   * @param time Absolute play time | 
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| 238 |   * @param deltaTime Time passed since last frame | 
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| 239 |   * @return Return false to end rendering | 
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| 240 |   */ | 
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| 241 |   bool RunManager::tick(unsigned long time, float deltaTime) | 
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| 242 |   { | 
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| 243 |     // synchronize with internal class timer | 
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| 244 |     totalTime_ = time; | 
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| 245 |  | 
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| 246 |     // Call tick() for every object | 
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| 247 |     // This could be done by registering (needs a factory..) | 
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| 248 |     backgroundScene_->tick(time, deltaTime); | 
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| 249 |     playerShip_->tick(time, deltaTime); | 
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| 250 |  | 
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| 251 |  | 
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| 252 |     // Update the 'HUD' | 
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| 253 |     updateStats(); | 
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| 254 |  | 
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| 255 |     // update the bullet positions | 
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| 256 |     bulletManager_->tick(time, deltaTime); | 
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| 257 |  | 
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| 258 |     /*for (int i = 0; i < bulletsIndex_; i++) | 
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| 259 |     { | 
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| 260 |       bullets_[i]->node_->translate(bullets_[i]->speed_*deltaTime); | 
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| 261 |       bullets_[i]->node_->yaw(Degree(deltaTime*100)); | 
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| 262 |       bullets_[i]->node_->roll(Degree(deltaTime*300)); | 
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| 263 |     }*/ | 
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| 264 |  | 
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| 265 |     // HUMAN INTERFACE | 
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| 266 |  | 
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| 267 |     using namespace OIS; | 
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| 268 |  | 
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| 269 |     if(window_->isClosed())     return false; | 
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| 270 |  | 
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| 271 |     //Need to capture/update each device | 
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| 272 |     keyboard_->capture(); | 
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| 273 |     mouse_->capture(); | 
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| 274 |     if( joystick_ ) joystick_->capture(); | 
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| 275 |  | 
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| 276 |     bool buffJ = (joystick_) ? joystick_->buffered() : true; | 
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| 277 |  | 
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| 278 |     //Check if one of the devices is not buffered | 
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| 279 |     if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) | 
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| 280 |     { | 
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| 281 |       // one of the input modes is immediate, so setup what | 
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| 282 |       // is needed for immediate movement | 
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| 283 |       if (timeUntilNextToggle_ >= 0) | 
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| 284 |         timeUntilNextToggle_ -= deltaTime; | 
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| 285 |     } | 
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| 286 |  | 
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| 287 |     // handle HID devices | 
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| 288 |     if( processUnbufferedKeyInput() == false ) | 
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| 289 |         return false; | 
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| 290 |     if( processUnbufferedMouseInput() == false ) | 
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| 291 |         return false; | 
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| 292 |  | 
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| 293 |     // keep rendering | 
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| 294 |     return true; | 
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| 295 |   } | 
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| 296 |  | 
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| 297 |  | 
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| 298 |   /** | 
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| 299 |   * Adjust mouse clipping area. | 
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| 300 |   * This method is called by Ogre without regards of tick()! | 
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| 301 |   * Avoid doing too much in this call. | 
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| 302 |   * @param rw render window | 
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| 303 |   */ | 
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| 304 |   void RunManager::windowResized(RenderWindow* rw) | 
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| 305 |   { | 
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| 306 |     unsigned int width, height, depth; | 
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| 307 |     int left, top; | 
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| 308 |     rw->getMetrics(width, height, depth, left, top); | 
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| 309 |  | 
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| 310 |     const OIS::MouseState &ms = mouse_->getMouseState(); | 
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| 311 |     ms.width = width; | 
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| 312 |     ms.height = height; | 
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| 313 |   } | 
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| 314 |  | 
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| 315 |  | 
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| 316 |   /** | 
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| 317 |   * Unattach OIS before window shutdown (very important under Linux). | 
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| 318 |   * Again, avoid computing a lot in this function. | 
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| 319 |   * @param rw Render Window | 
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| 320 |   */ | 
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| 321 |   void RunManager::windowClosed(RenderWindow* rw) | 
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| 322 |   { | 
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| 323 |     //Only close for window that created OIS (the main window in these demos) | 
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| 324 |     if( rw == window_ ) | 
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| 325 |     { | 
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| 326 |       if( inputManager_ ) | 
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| 327 |       { | 
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| 328 |         inputManager_->destroyInputObject( mouse_ ); | 
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| 329 |         inputManager_->destroyInputObject( keyboard_ ); | 
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| 330 |         inputManager_->destroyInputObject( joystick_ ); | 
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| 331 |  | 
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| 332 |         OIS::InputManager::destroyInputSystem(inputManager_); | 
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| 333 |         inputManager_ = 0; | 
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| 334 |       } | 
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| 335 |     } | 
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| 336 |   } | 
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| 337 |  | 
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| 338 |   /** | 
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| 339 |   * Processes the Keyboard input. | 
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| 340 |   * TODO: Use listeners to improve performance. | 
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| 341 |   * A lookup table should be implemented to bind any key to a specific action. | 
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| 342 |   * @return Return true to keep rendering | 
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| 343 |   */ | 
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| 344 |   bool RunManager::processUnbufferedKeyInput() | 
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| 345 |   { | 
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| 346 |     using namespace OIS; | 
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| 347 |  | 
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| 348 |     if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) | 
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| 349 |       playerShip_->setSideThrust(1); | 
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| 350 |     else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) | 
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| 351 |       playerShip_->setSideThrust(-1); | 
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| 352 |     else | 
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| 353 |       playerShip_->setSideThrust(0); | 
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| 354 |  | 
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| 355 |     if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) | 
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| 356 |       playerShip_->setMainThrust(1); | 
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| 357 |     else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) | 
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| 358 |       playerShip_->setMainThrust(-1); | 
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| 359 |     else | 
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| 360 |       playerShip_->setMainThrust(0); | 
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| 361 |  | 
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| 362 |     if (keyboard_->isKeyDown(KC_C)) | 
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| 363 |       playerShip_->setYThrust(1); | 
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| 364 |     else if (keyboard_->isKeyDown(KC_SPACE)) | 
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| 365 |       playerShip_->setYThrust(-1); | 
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| 366 |     else | 
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| 367 |       playerShip_->setYThrust(0); | 
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| 368 |  | 
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| 369 |     if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) | 
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| 370 |       return false; | 
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| 371 |  | 
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| 372 |     if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) | 
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| 373 |     { | 
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| 374 |       statsOn_ = !statsOn_; | 
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| 375 |       showDebugOverlay(statsOn_); | 
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| 376 |       timeUntilNextToggle_ = 1; | 
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| 377 |     } | 
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| 378 |  | 
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| 379 |     if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) | 
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| 380 |     { | 
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| 381 |       switch(filtering_) | 
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| 382 |       { | 
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| 383 |       case TFO_BILINEAR: | 
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| 384 |         filtering_ = TFO_TRILINEAR; | 
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| 385 |         aniso_ = 1; | 
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| 386 |         break; | 
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| 387 |       case TFO_TRILINEAR: | 
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| 388 |         filtering_ = TFO_ANISOTROPIC; | 
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| 389 |         aniso_ = 8; | 
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| 390 |         break; | 
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| 391 |       case TFO_ANISOTROPIC: | 
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| 392 |         filtering_ = TFO_BILINEAR; | 
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| 393 |         aniso_ = 1; | 
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| 394 |         break; | 
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| 395 |       default: break; | 
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| 396 |       } | 
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| 397 |       MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); | 
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| 398 |       MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); | 
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| 399 |  | 
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| 400 |       showDebugOverlay(statsOn_); | 
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| 401 |       timeUntilNextToggle_ = 1; | 
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| 402 |     } | 
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| 403 |  | 
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| 404 |     if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) | 
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| 405 |     { | 
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| 406 |       std::ostringstream ss; | 
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| 407 |       ss << "screenshot_" << ++screenShotCounter_ << ".png"; | 
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| 408 |       window_->writeContentsToFile(ss.str()); | 
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| 409 |       timeUntilNextToggle_ = 0.5; | 
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| 410 |       debugText_ = "Saved: " + ss.str(); | 
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| 411 |     } | 
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| 412 |  | 
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| 413 |     if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) | 
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| 414 |     { | 
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| 415 |       sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; | 
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| 416 |       switch(sceneDetailIndex_) { | 
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| 417 |           case 0 : camera_->setPolygonMode(PM_SOLID); break; | 
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| 418 |           case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; | 
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| 419 |           case 2 : camera_->setPolygonMode(PM_POINTS); break; | 
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| 420 |       } | 
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| 421 |       timeUntilNextToggle_ = 0.5; | 
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| 422 |     } | 
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| 423 |  | 
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| 424 |     static bool displayCameraDetails = false; | 
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| 425 |     if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) | 
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| 426 |     { | 
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| 427 |       displayCameraDetails = !displayCameraDetails; | 
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| 428 |       timeUntilNextToggle_ = 0.5; | 
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| 429 |       if (!displayCameraDetails) | 
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| 430 |         debugText_ = ""; | 
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| 431 |     } | 
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| 432 |  | 
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| 433 |     // Print camera details | 
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| 434 |     if(displayCameraDetails) | 
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| 435 |       debugText_ = " | Speed = " | 
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| 436 |             + StringConverter::toString(playerShip_->getSpeed()); | 
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| 437 |     // debugText_ = "P: " + StringConverter::toString(camera_ | 
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| 438 |     //      ->getDerivedPosition()) + " " + "O: " | 
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| 439 |     //      + StringConverter::toString(camera_->getDerivedOrientation()); | 
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| 440 |  | 
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| 441 |     // Return true to continue rendering | 
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| 442 |     return true; | 
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| 443 |   } | 
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| 444 |  | 
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| 445 |  | 
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| 446 |   /** | 
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| 447 |   * Processes the Mouse input. | 
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| 448 |   * TODO: Use listeners to improve performance. | 
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| 449 |   * A lookup table should be implemented to bind ANY button or movement | 
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| 450 |   * to a specific action. | 
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| 451 |   * @return Return true to keep rendering | 
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| 452 |   */ | 
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| 453 |   bool RunManager::processUnbufferedMouseInput() | 
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| 454 |   { | 
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| 455 |     using namespace OIS; | 
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| 456 |  | 
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| 457 |     const MouseState &ms = mouse_->getMouseState(); | 
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| 458 |  | 
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| 459 |     // This is a 'hack' to show some flying barrels.. | 
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| 460 |     // Usually, the Bullet created by the ship should be managed | 
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| 461 |     // by the physics engine.. | 
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| 462 |     if (ms.buttonDown(MB_Left) && !leftButtonDown_) | 
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| 463 |     { | 
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| 464 |       // Prevent continuous fire for the moment. | 
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| 465 |       leftButtonDown_ = true; | 
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| 466 |  | 
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| 467 |       playerShip_->fire(); | 
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| 468 |        | 
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| 469 |       // let ship fire one shot with its only weapon (Barrels..) | 
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| 470 |       /*Bullet *tempBullet = playerShip_->fire(); | 
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| 471 |  | 
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| 472 |       // resize array if neccessary (double the size then) | 
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| 473 |       if (bulletsIndex_ >= bulletsSize_) | 
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| 474 |       { | 
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| 475 |         // redimension the array | 
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| 476 |         Bullet **tempArray = new Bullet*[2*bulletsSize_]; | 
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| 477 |         for (int i = 0; i < bulletsSize_; i++) | 
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| 478 |           tempArray[i] = bullets_[i]; | 
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| 479 |         bulletsSize_ *= 2; | 
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| 480 |         delete bullets_; | 
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| 481 |         bullets_ = tempArray; | 
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| 482 |       } | 
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| 483 |  | 
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| 484 |       // add the bullet to the list | 
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| 485 |       bullets_[bulletsIndex_++] = tempBullet;*/ | 
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| 486 |  | 
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| 487 |     } | 
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| 488 |     else if (!ms.buttons) | 
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| 489 |       leftButtonDown_ = false; | 
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| 490 |  | 
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| 491 |     // space ship steering. This should definitely be done in the steering object | 
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| 492 |     // Simply give it the mouse movements. | 
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| 493 |     playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); | 
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| 494 |     playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); | 
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| 495 |     //playerShip_->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); | 
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| 496 |     //playerShip_->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); | 
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| 497 |  | 
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| 498 |     // keep rendering | 
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| 499 |     return true; | 
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| 500 |   } | 
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| 501 |  | 
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| 502 |   /** | 
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| 503 |   * Show the debug overlay of desired. | 
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| 504 |   * @param show Whether or not to show the debug overlay | 
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| 505 |   */ | 
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| 506 |   void RunManager::showDebugOverlay(bool show) | 
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| 507 |   { | 
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| 508 |     if (debugOverlay_) | 
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| 509 |     { | 
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| 510 |       if (show) | 
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| 511 |         debugOverlay_->show(); | 
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| 512 |       else | 
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| 513 |         debugOverlay_->hide(); | 
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| 514 |     } | 
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| 515 |   } | 
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| 516 |  | 
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| 517 |  | 
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| 518 |   /** | 
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| 519 |   * Show stats (e.g. FPS) in the left lower corner of the screen. | 
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| 520 |   * Copied from the ExampleFrameListener.h in the Ogre SDK | 
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| 521 |   */ | 
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| 522 |   void RunManager::updateStats(void) | 
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| 523 |   { | 
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| 524 |     static String currFps = "Current FPS: "; | 
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| 525 |     static String avgFps = "Average FPS: "; | 
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| 526 |     static String bestFps = "Best FPS: "; | 
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| 527 |     static String worstFps = "Worst FPS: "; | 
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| 528 |     static String tris = "Triangle Count: "; | 
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| 529 |     static String batches = "Batch Count: "; | 
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| 530 |  | 
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| 531 |     // update stats when necessary | 
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| 532 |     try { | 
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| 533 |       OverlayElement* guiAvg = OverlayManager::getSingleton() | 
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| 534 |         .getOverlayElement("Core/AverageFps"); | 
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| 535 |       OverlayElement* guiCurr = OverlayManager::getSingleton() | 
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| 536 |         .getOverlayElement("Core/CurrFps"); | 
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| 537 |       OverlayElement* guiBest = OverlayManager::getSingleton() | 
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| 538 |         .getOverlayElement("Core/BestFps"); | 
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| 539 |       OverlayElement* guiWorst = OverlayManager::getSingleton() | 
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| 540 |         .getOverlayElement("Core/WorstFps"); | 
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| 541 |  | 
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| 542 |       const RenderTarget::FrameStats& stats = window_->getStatistics(); | 
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| 543 |       guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); | 
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| 544 |       guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); | 
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| 545 |       guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) | 
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| 546 |         +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); | 
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| 547 |       guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) | 
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| 548 |         +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); | 
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| 549 |  | 
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| 550 |       OverlayElement* guiTris = OverlayManager::getSingleton() | 
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| 551 |         .getOverlayElement("Core/NumTris"); | 
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| 552 |       guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); | 
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| 553 |  | 
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| 554 |       OverlayElement* guiBatches = OverlayManager::getSingleton() | 
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| 555 |         .getOverlayElement("Core/NumBatches"); | 
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| 556 |       guiBatches->setCaption(batches | 
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| 557 |         + StringConverter::toString(stats.batchCount)); | 
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| 558 |  | 
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| 559 |       OverlayElement* guiDbg = OverlayManager::getSingleton() | 
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| 560 |         .getOverlayElement("Core/DebugText"); | 
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| 561 |       guiDbg->setCaption(debugText_); | 
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| 562 |     } | 
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| 563 |     catch(...) { /* ignore */ } | 
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| 564 |   } | 
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| 565 |  | 
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| 566 |  | 
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| 567 |  | 
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| 568 |   /** | 
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| 569 |   * Simple camera creator. | 
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| 570 |   * playerShip_Node->attachObject(camera_) should no be here! This is what the camera | 
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| 571 |   * manager is for. Right now, this method should do just fine, setting the | 
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| 572 |   * cam behind the ship. | 
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| 573 |   */ | 
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| 574 |   void RunManager::createCamera(void) | 
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| 575 |   { | 
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| 576 |     camera_ = sceneMgr_->createCamera("PlayerCam"); | 
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| 577 |     playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); | 
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| 578 |     camera_->setNearClipDistance(5); | 
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| 579 |     camera_->setPosition(Vector3(0,10,500)); | 
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| 580 |     camera_->lookAt(Vector3(0,0,0)); | 
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| 581 |   } | 
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| 582 |  | 
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| 583 |   /** | 
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| 584 |   * Simple viewport creator. | 
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| 585 |   * TODO: fully understand the concept of viewports concerning orxnox. | 
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| 586 |   * E.g. do we need splitscreen mode? | 
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| 587 |   * For now the viewport uses the entire render window and is based on the one | 
|---|
| 588 |   * camera created so far. | 
|---|
| 589 |   */ | 
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| 590 |   void RunManager::createViewports(void) | 
|---|
| 591 |   { | 
|---|
| 592 |     // Create one viewport, entire window | 
|---|
| 593 |     Viewport* vp = window_->addViewport(camera_); | 
|---|
| 594 |     vp->setBackgroundColour(ColourValue(0,0,0)); | 
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| 595 |  | 
|---|
| 596 |     // Alter the camera aspect ratio to match the viewport | 
|---|
| 597 |     camera_->setAspectRatio( | 
|---|
| 598 |       Real(vp->getActualWidth()) / Real(vp->getActualHeight())); | 
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| 599 |   } | 
|---|
| 600 |  | 
|---|
| 601 | } | 
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