/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * Author: * Reto Grieder * Co-authors: * ... */ /** * RunManager is the basic control object during the game. * * The RunManger class is designed to actually "run" the main part of the * game. The Idea is, that you could derive from the RunManager in order * to distinguish between a first person shooter or a space craft shooter. * RunManager loads and initialises everything in the scene (like the ship, * the enemies in the scene, any scripts, the physics, window events, * environment, HUD, etc.). * It also captures any input from keyboard, mous, joystick (optional) or * Ogre (window events). */ #include "run_manager.h" /** * Contructor only needs the render window and the Root object which are both * the OgreControl object. * Right now the constructor does all the initialisation work. This could also * be done in a new method "initialize()", for whatever purpose. * * * @param ogre_ The OgreControl object holding the render window and the Root */ RunManager::RunManager(OgreControl * ogre) : ogre_(ogre), window_(ogre->getRenderWindow()), leftButtonDown_(false), statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) { // SETTING UP THE SCENE // create one new SceneManger sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "backgroundScene_"); // background scene (world objects, skybox, lights, etc.) backgroundScene_ = new OrxonoxScene(sceneMgr_); // PLAYER SPACESHIP // Create a space ship object and its SceneNode. // Some ideas about the steering: The ship should only receive events like // up, down, left, right, roll left, roll right, move down, move up, etc). // Multiple interpretations of these commands would make the game more // but it also makes AI steering more difficult, since for every type of // steering, new methods have to be written. // --> clearly define how a space ship can fly (rolling?, conservation of // impuls?, direct mouse sight steeering?, etc.) // It should also be considered, that the ship should provide another Node // for a camera to be attached (otherwise the spaceship in front of the // would be very static, never moving at all). // Construct a new spaceship and give it the node playerShip_ = new OrxonoxShip(sceneMgr_, getRootSceneNode() ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); // RESOURCE LOADING (using ResourceGroups if implemented) // load all resources and create the entities by calling the initialise() // methods for each object (don't initialise in the constructor!). backgroundScene_->initialise(); playerShip_->initialise(); // CAMERA AND VIEWPORT // TODO: create a camera manager. It should be able to change its position // around the space ship (predefined states would be nice too). And it should // also be able to switch between different locations (like ship, spactator, // certain fixed positions (e.g. finish line, etc.)). These are just ideas. // create camera and viewport createCamera(); createViewports(); // Set default mipmap level (NB some APIs ignore this) TextureManager::getSingleton().setDefaultNumMipmaps(5); // BULLET LIST FOR THE TEST APPLICATION // TODO: Use STL to make life easier. But it works this way too.. bullets_ = new Bullet*[10]; bulletsIndex_ = 0; bulletsSize_ = 10; // HUMAN INTERFACE using namespace OIS; debugOverlay_ = OverlayManager::getSingleton() .getByName("Core/DebugOverlay"); LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); ParamList pl; size_t windowHnd = 0; std::ostringstream windowHndStr; window_->getCustomAttribute("WINDOW", &windowHnd); windowHndStr << windowHnd; pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); inputManager_ = InputManager::createInputSystem( pl ); // Create all devices (We only catch joystick exceptions here, // as, most people have Key/Mouse) keyboard_ = static_cast(inputManager_ ->createInputObject( OISKeyboard, false )); mouse_ = static_cast(inputManager_ ->createInputObject( OISMouse, false )); try { joystick_ = static_cast(inputManager_ ->createInputObject( OISJoyStick, false )); } catch(...) { joystick_ = 0; } //Set initial mouse clipping size windowResized(window_); showDebugOverlay(true); // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE // It will then receive events liek windowClosed, windowResized, etc. WindowEventUtilities::addWindowEventListener(window_, this); } /** * Standard destructor. * Removes this object as a window event listener and deletes all created * variables. */ RunManager::~RunManager() { //Remove ourself as a Window listener WindowEventUtilities::removeWindowEventListener(window_, this); windowClosed(window_); if (backgroundScene_) delete backgroundScene_; if (playerShip_) delete playerShip_; // clean up the bullet list for (int i = 0; i < bulletsIndex_; i++) delete bullets_[i]; delete bullets_; } /** * Method to compute anyting between 2 frames. * * Everything that needs to be computed during the games happens right here. * The only exception are the listeners (which should only set variables, * not actually do something). * * @param time Absolute play time * @param deltaTime Time passed since last frame * @return Return false to end rendering */ bool RunManager::tick(unsigned long time, float deltaTime) { // synchronize with internal class timer totalTime_ = time; // Call tick() for every object // This could be done by registering (needs a factory..) backgroundScene_->tick(time, deltaTime); playerShip_->tick(time, deltaTime); // Update the 'HUD' updateStats(); // update the bullet positions for (int i = 0; i < bulletsIndex_; i++) { bullets_[i]->mNode->translate(bullets_[i]->mSpeed*deltaTime); bullets_[i]->mNode->yaw(Degree(deltaTime*100)); bullets_[i]->mNode->roll(Degree(deltaTime*300)); } // HUMAN INTERFACE using namespace OIS; if(window_->isClosed()) return false; //Need to capture/update each device keyboard_->capture(); mouse_->capture(); if( joystick_ ) joystick_->capture(); bool buffJ = (joystick_) ? joystick_->buffered() : true; //Check if one of the devices is not buffered if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) { // one of the input modes is immediate, so setup what // is needed for immediate movement if (timeUntilNextToggle_ >= 0) timeUntilNextToggle_ -= deltaTime; } // handle HID devices if( processUnbufferedKeyInput() == false ) return false; if( processUnbufferedMouseInput() == false ) return false; // keep rendering return true; } /** * Adjust mouse clipping area. * This method is called by Ogre without regards of tick()! * Avoid doing too much in this call. * @param rw render window */ void RunManager::windowResized(RenderWindow* rw) { unsigned int width, height, depth; int left, top; rw->getMetrics(width, height, depth, left, top); const OIS::MouseState &ms = mouse_->getMouseState(); ms.width = width; ms.height = height; } /** * Unattach OIS before window shutdown (very important under Linux). * Again, avoid computing a lot in this function. * @param rw Render Window */ void RunManager::windowClosed(RenderWindow* rw) { //Only close for window that created OIS (the main window in these demos) if( rw == window_ ) { if( inputManager_ ) { inputManager_->destroyInputObject( mouse_ ); inputManager_->destroyInputObject( keyboard_ ); inputManager_->destroyInputObject( joystick_ ); OIS::InputManager::destroyInputSystem(inputManager_); inputManager_ = 0; } } } /** * Processes the Keyboard input. * TODO: Use listeners to improve performance. * A lookup table should be implemented to bind any key to a specific action. * @return Return true to keep rendering */ bool RunManager::processUnbufferedKeyInput() { using namespace OIS; if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) playerShip_->setSideThrust(1); else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) playerShip_->setSideThrust(-1); else playerShip_->setSideThrust(0); if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) playerShip_->setThrust(1); else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) playerShip_->setThrust(-1); else playerShip_->setThrust(0); if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) return false; if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) { statsOn_ = !statsOn_; showDebugOverlay(statsOn_); timeUntilNextToggle_ = 1; } if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) { switch(filtering_) { case TFO_BILINEAR: filtering_ = TFO_TRILINEAR; aniso_ = 1; break; case TFO_TRILINEAR: filtering_ = TFO_ANISOTROPIC; aniso_ = 8; break; case TFO_ANISOTROPIC: filtering_ = TFO_BILINEAR; aniso_ = 1; break; default: break; } MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); showDebugOverlay(statsOn_); timeUntilNextToggle_ = 1; } if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) { std::ostringstream ss; ss << "screenshot_" << ++screenShotCounter_ << ".png"; window_->writeContentsToFile(ss.str()); timeUntilNextToggle_ = 0.5; mDebugText = "Saved: " + ss.str(); } if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) { sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; switch(sceneDetailIndex_) { case 0 : camera_->setPolygonMode(PM_SOLID); break; case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; case 2 : camera_->setPolygonMode(PM_POINTS); break; } timeUntilNextToggle_ = 0.5; } static bool displayCameraDetails = false; if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) { displayCameraDetails = !displayCameraDetails; timeUntilNextToggle_ = 0.5; if (!displayCameraDetails) mDebugText = ""; } // Print camera details if(displayCameraDetails) mDebugText = StringConverter::toString(playerShip_->getThrust()) + " | Speed = " + StringConverter::toString(playerShip_->speed); // mDebugText = "P: " + StringConverter::toString(camera_ // ->getDerivedPosition()) + " " + "O: " // + StringConverter::toString(camera_->getDerivedOrientation()); // Return true to continue rendering return true; } /** * Processes the Mouse input. * TODO: Use listeners to improve performance. * A lookup table should be implemented to bind ANY button or movement * to a specific action. * @return Return true to keep rendering */ bool RunManager::processUnbufferedMouseInput() { using namespace OIS; const MouseState &ms = mouse_->getMouseState(); // This is a 'hack' to show some flying barrels.. // Usually, the Bullet created by the ship should be managed // by the physics engine.. if (ms.buttonDown(MB_Left) && !leftButtonDown_) { // Prevent continuous fire for the moment. leftButtonDown_ = true; // let ship fire one shot with its only weapon (Barrels..) Bullet *tempBullet = playerShip_->fire(); // resize array if neccessary (double the size then) if (bulletsIndex_ >= bulletsSize_) { // redimension the array Bullet **tempArray = new Bullet*[2*bulletsSize_]; for (int i = 0; i < bulletsSize_; i++) tempArray[i] = bullets_[i]; bulletsSize_ *= 2; delete bullets_; bullets_ = tempArray; } // add the bullet to the list bullets_[bulletsIndex_++] = tempBullet; } else if (!ms.buttons) leftButtonDown_ = false; // space ship steering. This should definitely be done in the steering object // Simply give it the mouse movements. playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); playerShip_->turnLeftAndRight(Radian(ms.X.rel * mousSensitivity_)); //playerShip_->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); //playerShip_->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); // keep rendering return true; } /** * Show the debug overlay of desired. * @param show Whether or not to show the debug overlay */ void RunManager::showDebugOverlay(bool show) { if (debugOverlay_) { if (show) debugOverlay_->show(); else debugOverlay_->hide(); } } /** * Show stats (e.g. FPS) in the left lower corner of the screen. * Copied from the ExampleFrameListener.h in the Ogre SDK */ void RunManager::updateStats(void) { static String currFps = "Current FPS: "; static String avgFps = "Average FPS: "; static String bestFps = "Best FPS: "; static String worstFps = "Worst FPS: "; static String tris = "Triangle Count: "; static String batches = "Batch Count: "; // update stats when necessary try { OverlayElement* guiAvg = OverlayManager::getSingleton() .getOverlayElement("Core/AverageFps"); OverlayElement* guiCurr = OverlayManager::getSingleton() .getOverlayElement("Core/CurrFps"); OverlayElement* guiBest = OverlayManager::getSingleton() .getOverlayElement("Core/BestFps"); OverlayElement* guiWorst = OverlayManager::getSingleton() .getOverlayElement("Core/WorstFps"); const RenderTarget::FrameStats& stats = window_->getStatistics(); guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); OverlayElement* guiTris = OverlayManager::getSingleton() .getOverlayElement("Core/NumTris"); guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); OverlayElement* guiBatches = OverlayManager::getSingleton() .getOverlayElement("Core/NumBatches"); guiBatches->setCaption(batches + StringConverter::toString(stats.batchCount)); OverlayElement* guiDbg = OverlayManager::getSingleton() .getOverlayElement("Core/DebugText"); guiDbg->setCaption(mDebugText); } catch(...) { /* ignore */ } } /** * Simple camera creator. * playerShip_Node->attachObject(camera_) should no be here! This is what the camera * manager is for. Right now, this method should do just fine, setting the * cam behind the ship. */ void RunManager::createCamera(void) { camera_ = sceneMgr_->createCamera("PlayerCam"); playerShip_Node->attachObject(camera_); camera_->setNearClipDistance(5); camera_->setPosition(Vector3(0,10,500)); camera_->lookAtVector3(0,0,0)); } /** * Simple viewport creator. * TODO: fully understand the concept of viewports concerning orxnox. * E.g. do we need splitscreen mode? * For now the viewport uses the entire render window and is based on the one * camera created so far. */ void RunManager::createViewports(void) { // Create one viewport, entire window Viewport* vp = window_->addViewport(camera_); vp->setBackgroundColour(ColourValue(0,0,0)); // Alter the camera aspect ratio to match the viewport camera_->setAspectRatio( Real(vp->getActualWidth()) / Real(vp->getActualHeight())); }