| 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/base_weapon.h" | 
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| 59 |  | 
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| 60 | #include "hud/hud_overlay.h" | 
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| 61 |  | 
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| 62 | #include "run_manager.h" | 
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| 63 |  | 
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| 64 | namespace Ogre { | 
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| 65 | using namespace orxonox; | 
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| 66 | template<> RunManager* Singleton<RunManager>::ms_Singleton = 0; | 
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| 67 | } | 
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| 68 |  | 
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| 69 | namespace orxonox { | 
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| 70 | using namespace Ogre; | 
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| 71 | using namespace weapon; | 
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| 72 | using namespace hud; | 
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| 73 |  | 
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| 74 | /** | 
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| 75 | * RunManager is the basic control object during the game. | 
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| 76 | * | 
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| 77 | * The RunManger class is designed to actually "run" the main part of the | 
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| 78 | * game. The Idea is, that you could derive from the RunManager in order | 
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| 79 | * to distinguish between a first person shooter or a space craft shooter. | 
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| 80 | * RunManager loads and initialises everything in the scene (like the ship, | 
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| 81 | * the enemies in the scene, any scripts, the physics, window events, | 
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| 82 | * environment, HUD, etc.). | 
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| 83 | * It also captures any input from keyboard, mous, joystick (optional) or | 
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| 84 | * Ogre (window events). | 
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| 85 | */ | 
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| 86 |  | 
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| 87 | RunManager* RunManager::getSingletonPtr(void) | 
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| 88 | { | 
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| 89 | return ms_Singleton; | 
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| 90 | } | 
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| 91 | RunManager& RunManager::getSingleton(void) | 
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| 92 | { | 
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| 93 | assert( ms_Singleton );  return ( *ms_Singleton ); | 
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| 94 | } | 
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| 95 |  | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | * Contructor only needs the render window and the Root object which are both | 
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| 99 | * the OgreControl object. | 
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| 100 | * Right now the constructor does all the initialisation work. This could also | 
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| 101 | * be done in a new method "initialize()", for whatever purpose. | 
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| 102 | * | 
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| 103 | * | 
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| 104 | * @param ogre_ The OgreControl object holding the render window and the Root | 
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| 105 | */ | 
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| 106 | RunManager::RunManager(OgreControl * ogre) | 
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| 107 | : ogre_(ogre), window_(ogre->getRenderWindow()), //leftButtonDown_(false), | 
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| 108 | statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), | 
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| 109 | filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), | 
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| 110 | mouseSensitivity_(0.003), | 
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| 111 | debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) | 
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| 112 | { | 
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| 113 | // SETTING UP THE SCENE | 
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| 114 |  | 
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| 115 | // create one new SceneManger | 
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| 116 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); | 
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| 117 |  | 
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| 118 | // background scene (world objects, skybox, lights, etc.) | 
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| 119 | backgroundScene_ = new OrxonoxScene(sceneMgr_); | 
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| 120 |  | 
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| 121 |  | 
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| 122 | // BULLET LIST FOR THE TEST APPLICATION | 
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| 123 |  | 
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| 124 | // create a bullet manager | 
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| 125 | bulletManager_ = new BulletManager(sceneMgr_); | 
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| 126 |  | 
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| 127 |  | 
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| 128 | // PLAYER SPACESHIP | 
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| 129 |  | 
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| 130 | // Create a space ship object and its SceneNode. | 
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| 131 | // Some ideas about the steering: The ship should only receive events like | 
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| 132 | // up, down, left, right, roll left, roll right, move down, move up, etc). | 
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| 133 | // Multiple interpretations of these commands would make the game more | 
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| 134 | // but it also makes AI steering more difficult, since for every type of | 
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| 135 | // steering, new methods have to be written. | 
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| 136 | // --> clearly define how a space ship can fly (rolling?, conservation of | 
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| 137 | // impuls?, direct mouse sight steeering?, etc.) | 
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| 138 | // It should also be considered, that the ship should provide another Node | 
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| 139 | // for a camera to be attached (otherwise the spaceship in front of the | 
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| 140 | // would be very static, never moving at all). | 
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| 141 |  | 
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| 142 | // Construct a new spaceship and give it the node | 
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| 143 | playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() | 
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| 144 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); | 
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| 145 |  | 
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| 146 |  | 
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| 147 | // RESOURCE LOADING (using ResourceGroups if implemented) | 
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| 148 |  | 
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| 149 | // load all resources and create the entities by calling the initialise() | 
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| 150 | // methods for each object (don't initialise in the constructor!). | 
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| 151 | backgroundScene_->initialise(); | 
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| 152 | playerShip_->initialise(); | 
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| 153 |  | 
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| 154 |  | 
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| 155 | // CAMERA AND VIEWPORT | 
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| 156 | // TODO: create a camera manager. It should be able to change its position | 
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| 157 | // around the space ship (predefined states would be nice too). And it should | 
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| 158 | // also be able to switch between different locations (like ship, spactator, | 
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| 159 | // certain fixed positions (e.g. finish line, etc.)). These are just ideas. | 
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| 160 |  | 
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| 161 | // create camera and viewport | 
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| 162 | createCamera(); | 
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| 163 | createViewports(); | 
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| 164 |  | 
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| 165 | // create HUD | 
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| 166 | hud_ = new HUDOverlay(); | 
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| 167 | hud_->show(); | 
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| 168 |  | 
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| 169 |  | 
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| 170 | // Set default mipmap level (NB some APIs ignore this) | 
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| 171 | TextureManager::getSingleton().setDefaultNumMipmaps(5); | 
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| 172 |  | 
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| 173 |  | 
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| 174 |  | 
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| 175 | // HUMAN INTERFACE | 
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| 176 |  | 
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| 177 | using namespace OIS; | 
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| 178 |  | 
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| 179 | //debugOverlay_ = OverlayManager::getSingleton() | 
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| 180 | //  .getByName("Core/DebugOverlay"); | 
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| 181 |  | 
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| 182 |  | 
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| 183 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); | 
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| 184 | ParamList pl; | 
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| 185 | size_t windowHnd = 0; | 
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| 186 | std::ostringstream windowHndStr; | 
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| 187 |  | 
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| 188 | window_->getCustomAttribute("WINDOW", &windowHnd); | 
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| 189 | windowHndStr << windowHnd; | 
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| 190 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); | 
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| 191 |  | 
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| 192 | inputManager_ = InputManager::createInputSystem( pl ); | 
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| 193 |  | 
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| 194 | // Create all devices (We only catch joystick exceptions here, | 
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| 195 | // as, most people have Key/Mouse) | 
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| 196 | keyboard_ = static_cast<Keyboard*>(inputManager_ | 
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| 197 | ->createInputObject( OISKeyboard, false )); | 
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| 198 | mouse_ = static_cast<Mouse*>(inputManager_ | 
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| 199 | ->createInputObject( OISMouse, false )); | 
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| 200 | try { | 
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| 201 | joystick_ = static_cast<JoyStick*>(inputManager_ | 
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| 202 | ->createInputObject( OISJoyStick, false )); | 
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| 203 | } | 
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| 204 | catch(...) { | 
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| 205 | joystick_ = 0; | 
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| 206 | } | 
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| 207 |  | 
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| 208 | //Set initial mouse clipping size | 
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| 209 | windowResized(window_); | 
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| 210 |  | 
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| 211 | //showDebugOverlay(true); | 
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| 212 |  | 
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| 213 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE | 
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| 214 | // It will then receive events liek windowClosed, windowResized, etc. | 
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| 215 | WindowEventUtilities::addWindowEventListener(window_, this); | 
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| 216 | } | 
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| 217 |  | 
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| 218 | /** | 
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| 219 | * Standard destructor. | 
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| 220 | * Removes this object as a window event listener and deletes all created | 
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| 221 | * variables. | 
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| 222 | */ | 
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| 223 | RunManager::~RunManager() | 
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| 224 | { | 
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| 225 | //Remove ourself as a Window listener | 
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| 226 | WindowEventUtilities::removeWindowEventListener(window_, this); | 
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| 227 | windowClosed(window_); | 
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| 228 |  | 
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| 229 | if (backgroundScene_) | 
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| 230 | delete backgroundScene_; | 
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| 231 | if (playerShip_) | 
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| 232 | delete playerShip_; | 
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| 233 | if (bulletManager_) | 
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| 234 | delete bulletManager_; | 
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| 235 | } | 
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| 236 |  | 
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| 237 |  | 
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| 238 | /** | 
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| 239 | * Method to compute anyting between 2 frames. | 
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| 240 | * | 
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| 241 | * Everything that needs to be computed during the games happens right here. | 
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| 242 | * The only exception are the listeners (which should only set variables, | 
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| 243 | * not actually do something). | 
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| 244 | * | 
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| 245 | * @param time Absolute play time | 
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| 246 | * @param deltaTime Time passed since last frame | 
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| 247 | * @return Return false to end rendering | 
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| 248 | */ | 
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| 249 | bool RunManager::tick(unsigned long time, float deltaTime) | 
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| 250 | { | 
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| 251 | // synchronize with internal class timer | 
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| 252 | totalTime_ = time; | 
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| 253 |  | 
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| 254 | // Call tick() for every object | 
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| 255 | // This could be done by registering (needs a factory..) | 
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| 256 | backgroundScene_->tick(time, deltaTime); | 
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| 257 | playerShip_->tick(time, deltaTime); | 
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| 258 |  | 
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| 259 |  | 
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| 260 | // Update the 'HUD' | 
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| 261 | //updateStats(); | 
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| 262 |  | 
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| 263 | // update the bullet positions | 
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| 264 | bulletManager_->tick(time, deltaTime); | 
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| 265 |  | 
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| 266 |  | 
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| 267 | // HUMAN INTERFACE | 
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| 268 |  | 
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| 269 | using namespace OIS; | 
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| 270 |  | 
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| 271 | if(window_->isClosed())     return false; | 
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| 272 |  | 
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| 273 | //Need to capture/update each device | 
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| 274 | keyboard_->capture(); | 
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| 275 | mouse_->capture(); | 
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| 276 | if( joystick_ ) joystick_->capture(); | 
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| 277 |  | 
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| 278 | bool buffJ = (joystick_) ? joystick_->buffered() : true; | 
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| 279 |  | 
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| 280 | //Check if one of the devices is not buffered | 
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| 281 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) | 
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| 282 | { | 
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| 283 | // one of the input modes is immediate, so setup what | 
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| 284 | // is needed for immediate movement | 
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| 285 | if (timeUntilNextToggle_ >= 0) | 
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| 286 | timeUntilNextToggle_ -= deltaTime; | 
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| 287 | } | 
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| 288 |  | 
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| 289 | // handle HID devices | 
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| 290 | if( processUnbufferedKeyInput() == false ) | 
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| 291 | return false; | 
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| 292 | if( processUnbufferedMouseInput() == false ) | 
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| 293 | return false; | 
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| 294 |  | 
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| 295 | // keep rendering | 
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| 296 | return true; | 
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| 297 | } | 
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| 298 |  | 
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| 299 |  | 
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| 300 | SceneManager& RunManager::getSceneManager() | 
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| 301 | { | 
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| 302 | return *sceneMgr_; | 
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| 303 | } | 
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| 304 |  | 
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| 305 | SceneManager* RunManager::getSceneManagerPtr() | 
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| 306 | { | 
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| 307 | return sceneMgr_; | 
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| 308 | } | 
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| 309 |  | 
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| 310 | BulletManager* RunManager::getBulletManagerPtr() | 
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| 311 | { | 
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| 312 | return bulletManager_; | 
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| 313 | } | 
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| 314 |  | 
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| 315 | int RunManager::getAmmunitionID(const Ogre::String &ammoName) | 
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| 316 | { | 
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| 317 | Ogre::String ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; | 
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| 318 | int ammoTypesLength = 3; | 
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| 319 |  | 
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| 320 | for (int i = 0; i < ammoTypesLength; i++) | 
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| 321 | { | 
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| 322 | if (ammoTypes[i] == ammoName) | 
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| 323 | return i; | 
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| 324 | } | 
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| 325 | return -1; | 
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| 326 | } | 
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| 327 |  | 
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| 328 | int RunManager::getNumberOfAmmos() | 
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| 329 | { | 
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| 330 | return 3; | 
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| 331 | } | 
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| 332 |  | 
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| 333 |  | 
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| 334 | /** | 
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| 335 | * Adjust mouse clipping area. | 
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| 336 | * This method is called by Ogre without regards of tick()! | 
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| 337 | * Avoid doing too much in this call. | 
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| 338 | * @param rw render window | 
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| 339 | */ | 
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| 340 | void RunManager::windowResized(RenderWindow* rw) | 
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| 341 | { | 
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| 342 | unsigned int width, height, depth; | 
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| 343 | int left, top; | 
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| 344 | rw->getMetrics(width, height, depth, left, top); | 
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| 345 |  | 
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| 346 | const OIS::MouseState &ms = mouse_->getMouseState(); | 
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| 347 | ms.width = width; | 
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| 348 | ms.height = height; | 
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| 349 | } | 
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| 350 |  | 
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| 351 |  | 
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| 352 | /** | 
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| 353 | * Unattach OIS before window shutdown (very important under Linux). | 
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| 354 | * Again, avoid computing a lot in this function. | 
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| 355 | * @param rw Render Window | 
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| 356 | */ | 
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| 357 | void RunManager::windowClosed(RenderWindow* rw) | 
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| 358 | { | 
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| 359 | //Only close for window that created OIS (the main window in these demos) | 
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| 360 | if( rw == window_ ) | 
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| 361 | { | 
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| 362 | if( inputManager_ ) | 
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| 363 | { | 
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| 364 | inputManager_->destroyInputObject( mouse_ ); | 
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| 365 | inputManager_->destroyInputObject( keyboard_ ); | 
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| 366 | inputManager_->destroyInputObject( joystick_ ); | 
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| 367 |  | 
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| 368 | OIS::InputManager::destroyInputSystem(inputManager_); | 
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| 369 | inputManager_ = 0; | 
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| 370 | } | 
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| 371 | } | 
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| 372 | } | 
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| 373 |  | 
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| 374 | /** | 
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| 375 | * Processes the Keyboard input. | 
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| 376 | * TODO: Use listeners to improve performance. | 
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| 377 | * A lookup table should be implemented to bind any key to a specific action. | 
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| 378 | * @return Return true to keep rendering | 
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| 379 | */ | 
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| 380 | bool RunManager::processUnbufferedKeyInput() | 
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| 381 | { | 
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| 382 | using namespace OIS; | 
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| 383 |  | 
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| 384 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) | 
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| 385 | playerShip_->setSideThrust(1); | 
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| 386 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) | 
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| 387 | playerShip_->setSideThrust(-1); | 
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| 388 | else | 
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| 389 | playerShip_->setSideThrust(0); | 
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| 390 |  | 
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| 391 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) | 
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| 392 | playerShip_->setMainThrust(1); | 
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| 393 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) | 
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| 394 | playerShip_->setMainThrust(-1); | 
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| 395 | else | 
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| 396 | playerShip_->setMainThrust(0); | 
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| 397 |  | 
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| 398 | if (keyboard_->isKeyDown(KC_C)) | 
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| 399 | playerShip_->setYThrust(1); | 
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| 400 | else if (keyboard_->isKeyDown(KC_SPACE)) | 
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| 401 | playerShip_->setYThrust(-1); | 
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| 402 | else | 
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| 403 | playerShip_->setYThrust(0); | 
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| 404 |  | 
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| 405 | if (keyboard_->isKeyDown(KC_G)) | 
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| 406 | playerShip_->getMainWeapon()->addAction(BaseWeapon::RELOAD); | 
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| 407 |  | 
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| 408 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) | 
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| 409 | return false; | 
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| 410 |  | 
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| 411 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) | 
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| 412 | { | 
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| 413 | statsOn_ = !statsOn_; | 
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| 414 | //showDebugOverlay(statsOn_); | 
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| 415 | timeUntilNextToggle_ = 1; | 
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| 416 | } | 
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| 417 |  | 
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| 418 | if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) | 
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| 419 | { | 
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| 420 | switch(filtering_) | 
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| 421 | { | 
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| 422 | case TFO_BILINEAR: | 
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| 423 | filtering_ = TFO_TRILINEAR; | 
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| 424 | aniso_ = 1; | 
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| 425 | break; | 
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| 426 | case TFO_TRILINEAR: | 
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| 427 | filtering_ = TFO_ANISOTROPIC; | 
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| 428 | aniso_ = 8; | 
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| 429 | break; | 
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| 430 | case TFO_ANISOTROPIC: | 
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| 431 | filtering_ = TFO_BILINEAR; | 
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| 432 | aniso_ = 1; | 
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| 433 | break; | 
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| 434 | default: break; | 
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| 435 | } | 
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| 436 | MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); | 
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| 437 | MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); | 
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| 438 |  | 
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| 439 | //showDebugOverlay(statsOn_); | 
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| 440 | timeUntilNextToggle_ = 1; | 
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| 441 | } | 
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| 442 |  | 
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| 443 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) | 
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| 444 | { | 
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| 445 | std::ostringstream ss; | 
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| 446 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; | 
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| 447 | window_->writeContentsToFile(ss.str()); | 
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| 448 | timeUntilNextToggle_ = 0.5; | 
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| 449 | debugText_ = "Saved: " + ss.str(); | 
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| 450 | } | 
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| 451 |  | 
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| 452 | if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) | 
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| 453 | { | 
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| 454 | sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; | 
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| 455 | switch(sceneDetailIndex_) { | 
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| 456 | case 0 : camera_->setPolygonMode(PM_SOLID); break; | 
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| 457 | case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; | 
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| 458 | case 2 : camera_->setPolygonMode(PM_POINTS); break; | 
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| 459 | } | 
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| 460 | timeUntilNextToggle_ = 0.5; | 
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| 461 | } | 
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| 462 |  | 
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| 463 | static bool displayCameraDetails = false; | 
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| 464 | if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) | 
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| 465 | { | 
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| 466 | displayCameraDetails = !displayCameraDetails; | 
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| 467 | timeUntilNextToggle_ = 0.5; | 
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| 468 | if (!displayCameraDetails) | 
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| 469 | debugText_ = ""; | 
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| 470 | } | 
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| 471 |  | 
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| 472 | // Print camera details | 
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| 473 | if(displayCameraDetails) | 
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| 474 | debugText_ = " | Speed = " | 
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| 475 | + StringConverter::toString(playerShip_->getSpeed()) | 
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| 476 | + " | Left Ammo = " | 
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| 477 | + StringConverter::toString(playerShip_ | 
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| 478 | ->getMainWeapon()->getAmmoState()) | 
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| 479 | + " | Ammo stock = " | 
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| 480 | + StringConverter::toString(playerShip_->getAmmoStock()); | 
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| 481 | // debugText_ = "P: " + StringConverter::toString(camera_ | 
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| 482 | //      ->getDerivedPosition()) + " " + "O: " | 
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| 483 | //      + StringConverter::toString(camera_->getDerivedOrientation()); | 
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| 484 |  | 
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| 485 | // Return true to continue rendering | 
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| 486 | return true; | 
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| 487 | } | 
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| 488 |  | 
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| 489 |  | 
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| 490 | /** | 
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| 491 | * Processes the Mouse input. | 
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| 492 | * TODO: Use listeners to improve performance. | 
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| 493 | * A lookup table should be implemented to bind ANY button or movement | 
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| 494 | * to a specific action. | 
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| 495 | * @return Return true to keep rendering | 
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| 496 | */ | 
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| 497 | bool RunManager::processUnbufferedMouseInput() | 
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| 498 | { | 
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| 499 | using namespace OIS; | 
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| 500 |  | 
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| 501 | const MouseState &ms = mouse_->getMouseState(); | 
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| 502 |  | 
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| 503 | if (ms.buttonDown(MB_Left)) | 
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| 504 | playerShip_->getMainWeapon()->primaryFireRequest(); | 
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| 505 |  | 
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| 506 | if (ms.buttonDown(MB_Right)) | 
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| 507 | playerShip_->getMainWeapon()->secondaryFireRequest(); | 
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| 508 |  | 
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| 509 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); | 
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| 510 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); | 
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| 511 |  | 
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| 512 | // keep rendering | 
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| 513 | return true; | 
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| 514 | } | 
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| 515 |  | 
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| 516 | /** | 
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| 517 | * Show the debug overlay of desired. | 
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| 518 | * @param show Whether or not to show the debug overlay | 
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| 519 | */ | 
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| 520 | void RunManager::showDebugOverlay(bool show) | 
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| 521 | { | 
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| 522 | if (debugOverlay_) | 
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| 523 | { | 
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| 524 | if (show) | 
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| 525 | debugOverlay_->show(); | 
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| 526 | else | 
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| 527 | debugOverlay_->hide(); | 
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| 528 | } | 
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| 529 | } | 
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| 530 |  | 
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| 531 |  | 
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| 532 | /** | 
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| 533 | * Show stats (e.g. FPS) in the left lower corner of the screen. | 
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| 534 | * Copied from the ExampleFrameListener.h in the Ogre SDK | 
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| 535 | */ | 
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| 536 | void RunManager::updateStats(void) | 
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| 537 | { | 
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| 538 | static String currFps = "Current FPS: "; | 
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| 539 | static String avgFps = "Average FPS: "; | 
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| 540 | static String bestFps = "Best FPS: "; | 
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| 541 | static String worstFps = "Worst FPS: "; | 
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| 542 | static String tris = "Triangle Count: "; | 
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| 543 | static String batches = "Batch Count: "; | 
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| 544 |  | 
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| 545 | // update stats when necessary | 
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| 546 | try { | 
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| 547 | OverlayElement* guiAvg = OverlayManager::getSingleton() | 
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| 548 | .getOverlayElement("Core/AverageFps"); | 
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| 549 | OverlayElement* guiCurr = OverlayManager::getSingleton() | 
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| 550 | .getOverlayElement("Core/CurrFps"); | 
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| 551 | OverlayElement* guiBest = OverlayManager::getSingleton() | 
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| 552 | .getOverlayElement("Core/BestFps"); | 
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| 553 | OverlayElement* guiWorst = OverlayManager::getSingleton() | 
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| 554 | .getOverlayElement("Core/WorstFps"); | 
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| 555 |  | 
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| 556 | const RenderTarget::FrameStats& stats = window_->getStatistics(); | 
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| 557 | guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); | 
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| 558 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); | 
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| 559 | guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) | 
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| 560 | +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); | 
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| 561 | guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) | 
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| 562 | +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); | 
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| 563 |  | 
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| 564 | OverlayElement* guiTris = OverlayManager::getSingleton() | 
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| 565 | .getOverlayElement("Core/NumTris"); | 
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| 566 | guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); | 
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| 567 |  | 
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| 568 | OverlayElement* guiBatches = OverlayManager::getSingleton() | 
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| 569 | .getOverlayElement("Core/NumBatches"); | 
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| 570 | guiBatches->setCaption(batches | 
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| 571 | + StringConverter::toString(stats.batchCount)); | 
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| 572 |  | 
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| 573 | OverlayElement* guiDbg = OverlayManager::getSingleton() | 
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| 574 | .getOverlayElement("Core/DebugText"); | 
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| 575 | guiDbg->setCaption(debugText_); | 
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| 576 | } | 
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| 577 | catch(...) { /* ignore */ } | 
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| 578 | } | 
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| 579 |  | 
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| 580 |  | 
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| 581 | /** | 
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| 582 | * Simple camera creator. | 
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| 583 | * playerShip_Node->attachObject(camera_) should no be here! This is what the camera | 
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| 584 | * manager is for. Right now, this method should do just fine, setting the | 
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| 585 | * cam behind the ship. | 
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| 586 | */ | 
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| 587 | void RunManager::createCamera(void) | 
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| 588 | { | 
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| 589 | camera_ = sceneMgr_->createCamera("PlayerCam"); | 
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| 590 | playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); | 
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| 591 | camera_->setNearClipDistance(5); | 
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| 592 | camera_->setPosition(Vector3(0,10,500)); | 
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| 593 | camera_->lookAt(Vector3(0,0,0)); | 
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| 594 | } | 
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| 595 |  | 
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| 596 | /** | 
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| 597 | * Simple viewport creator. | 
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| 598 | * For now the viewport uses the entire render window and is based on the one | 
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| 599 | * camera created so far. | 
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| 600 | */ | 
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| 601 | void RunManager::createViewports(void) | 
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| 602 | { | 
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| 603 | // Create one viewport, entire window | 
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| 604 | Viewport* vp = window_->addViewport(camera_); | 
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| 605 | vp->setBackgroundColour(ColourValue(0,0,0)); | 
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| 606 |  | 
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| 607 | // Alter the camera aspect ratio to match the viewport | 
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| 608 | camera_->setAspectRatio( | 
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| 609 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); | 
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| 610 | } | 
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| 611 |  | 
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| 612 | } | 
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