| [157] | 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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| [160] | 27 |  | 
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| [161] | 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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| [189] | 54 | #include "inertial_node.h" | 
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| [161] | 55 |  | 
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| [193] | 56 | #include "weapon/bullet.h" | 
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 | 57 | #include "weapon/bullet_manager.h" | 
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| [198] | 58 | #include "weapon/base_weapon.h" | 
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| [193] | 59 |  | 
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| [157] | 60 | #include "run_manager.h" | 
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 | 61 |  | 
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| [232] | 62 | namespace Ogre { | 
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 | 63 |   using namespace orxonox; | 
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 | 64 |   template<> RunManager* Singleton<RunManager>::ms_Singleton = 0; | 
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 | 65 | } | 
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 | 66 |  | 
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| [169] | 67 | namespace orxonox { | 
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| [161] | 68 |   using namespace Ogre; | 
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| [189] | 69 |   using namespace weapon; | 
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| [157] | 70 |  | 
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| [161] | 71 |   /** | 
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| [169] | 72 |   * RunManager is the basic control object during the game. | 
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 | 73 |   *  | 
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 | 74 |   * The RunManger class is designed to actually "run" the main part of the | 
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 | 75 |   * game. The Idea is, that you could derive from the RunManager in order | 
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 | 76 |   * to distinguish between a first person shooter or a space craft shooter. | 
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 | 77 |   * RunManager loads and initialises everything in the scene (like the ship, | 
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 | 78 |   * the enemies in the scene, any scripts, the physics, window events, | 
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 | 79 |   * environment, HUD, etc.). | 
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 | 80 |   * It also captures any input from keyboard, mous, joystick (optional) or | 
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 | 81 |   * Ogre (window events). | 
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 | 82 |   */ | 
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 | 83 |  | 
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| [232] | 84 |   RunManager* RunManager::getSingletonPtr(void) | 
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 | 85 |   { | 
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 | 86 |       return ms_Singleton; | 
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 | 87 |   } | 
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 | 88 |   RunManager& RunManager::getSingleton(void) | 
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 | 89 |   {   | 
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 | 90 |       assert( ms_Singleton );  return ( *ms_Singleton );   | 
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 | 91 |   } | 
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| [169] | 92 |  | 
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| [232] | 93 |  | 
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| [169] | 94 |   /** | 
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| [161] | 95 |   * Contructor only needs the render window and the Root object which are both | 
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 | 96 |   * the OgreControl object. | 
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 | 97 |   * Right now the constructor does all the initialisation work. This could also | 
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 | 98 |   * be done in a new method "initialize()", for whatever purpose. | 
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 | 99 |   *  | 
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 | 100 |   *  | 
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 | 101 |   * @param ogre_ The OgreControl object holding the render window and the Root | 
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 | 102 |   */ | 
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 | 103 |   RunManager::RunManager(OgreControl * ogre) | 
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| [194] | 104 |         : ogre_(ogre), window_(ogre->getRenderWindow()), //leftButtonDown_(false), | 
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| [161] | 105 |         statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), | 
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 | 106 |         filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), | 
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 | 107 |         mouseSensitivity_(0.003), | 
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 | 108 |         debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) | 
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 | 109 |   { | 
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 | 110 |     // SETTING UP THE SCENE | 
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| [157] | 111 |  | 
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| [161] | 112 |     // create one new SceneManger | 
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| [232] | 113 |     sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); | 
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| [157] | 114 |  | 
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| [161] | 115 |     // background scene (world objects, skybox, lights, etc.) | 
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 | 116 |     backgroundScene_ = new OrxonoxScene(sceneMgr_); | 
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| [157] | 117 |  | 
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| [177] | 118 |  | 
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 | 119 |     // BULLET LIST FOR THE TEST APPLICATION | 
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 | 120 |  | 
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 | 121 |     // create a bullet manager | 
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 | 122 |     bulletManager_ = new BulletManager(sceneMgr_); | 
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 | 123 |  | 
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 | 124 |  | 
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| [161] | 125 |     // PLAYER SPACESHIP | 
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| [157] | 126 |  | 
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| [161] | 127 |     // Create a space ship object and its SceneNode. | 
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 | 128 |     // Some ideas about the steering: The ship should only receive events like | 
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 | 129 |     // up, down, left, right, roll left, roll right, move down, move up, etc). | 
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 | 130 |     // Multiple interpretations of these commands would make the game more | 
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 | 131 |     // but it also makes AI steering more difficult, since for every type of | 
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 | 132 |     // steering, new methods have to be written. | 
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 | 133 |     // --> clearly define how a space ship can fly (rolling?, conservation of | 
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 | 134 |     // impuls?, direct mouse sight steeering?, etc.) | 
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 | 135 |     // It should also be considered, that the ship should provide another Node | 
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 | 136 |     // for a camera to be attached (otherwise the spaceship in front of the | 
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 | 137 |     // would be very static, never moving at all). | 
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| [157] | 138 |  | 
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| [161] | 139 |     // Construct a new spaceship and give it the node | 
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| [232] | 140 |     playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() | 
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 | 141 |       ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); | 
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| [157] | 142 |  | 
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 | 143 |  | 
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| [161] | 144 |     // RESOURCE LOADING (using ResourceGroups if implemented) | 
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| [157] | 145 |  | 
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| [161] | 146 |     // load all resources and create the entities by calling the initialise() | 
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 | 147 |     // methods for each object (don't initialise in the constructor!). | 
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 | 148 |     backgroundScene_->initialise(); | 
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 | 149 |     playerShip_->initialise(); | 
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| [157] | 150 |  | 
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 | 151 |  | 
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| [161] | 152 |     // CAMERA AND VIEWPORT | 
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 | 153 |     // TODO: create a camera manager. It should be able to change its position | 
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 | 154 |     // around the space ship (predefined states would be nice too). And it should | 
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 | 155 |     // also be able to switch between different locations (like ship, spactator, | 
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 | 156 |     // certain fixed positions (e.g. finish line, etc.)). These are just ideas. | 
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| [157] | 157 |  | 
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| [161] | 158 |     // create camera and viewport | 
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 | 159 |     createCamera(); | 
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 | 160 |     createViewports(); | 
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| [157] | 161 |  | 
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 | 162 |  | 
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| [161] | 163 |     // Set default mipmap level (NB some APIs ignore this) | 
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 | 164 |     TextureManager::getSingleton().setDefaultNumMipmaps(5); | 
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| [157] | 165 |  | 
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| [161] | 166 |      | 
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| [157] | 167 |  | 
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| [161] | 168 |     // HUMAN INTERFACE | 
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| [157] | 169 |  | 
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| [161] | 170 |     using namespace OIS; | 
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| [157] | 171 |  | 
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| [161] | 172 |     debugOverlay_ = OverlayManager::getSingleton() | 
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 | 173 |       .getByName("Core/DebugOverlay"); | 
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| [157] | 174 |  | 
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| [161] | 175 |     LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); | 
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 | 176 |     ParamList pl; | 
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 | 177 |     size_t windowHnd = 0; | 
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 | 178 |     std::ostringstream windowHndStr; | 
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| [157] | 179 |  | 
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| [161] | 180 |     window_->getCustomAttribute("WINDOW", &windowHnd); | 
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 | 181 |     windowHndStr << windowHnd; | 
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 | 182 |     pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); | 
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| [157] | 183 |  | 
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| [161] | 184 |     inputManager_ = InputManager::createInputSystem( pl ); | 
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| [157] | 185 |  | 
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| [161] | 186 |     // Create all devices (We only catch joystick exceptions here, | 
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 | 187 |     // as, most people have Key/Mouse) | 
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 | 188 |     keyboard_ = static_cast<Keyboard*>(inputManager_ | 
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 | 189 |       ->createInputObject( OISKeyboard, false )); | 
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 | 190 |     mouse_ = static_cast<Mouse*>(inputManager_ | 
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 | 191 |       ->createInputObject( OISMouse, false )); | 
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 | 192 |     try { | 
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 | 193 |       joystick_ = static_cast<JoyStick*>(inputManager_ | 
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 | 194 |         ->createInputObject( OISJoyStick, false )); | 
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 | 195 |     } | 
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 | 196 |     catch(...) { | 
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 | 197 |       joystick_ = 0; | 
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 | 198 |     } | 
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| [157] | 199 |  | 
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| [161] | 200 |     //Set initial mouse clipping size | 
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 | 201 |     windowResized(window_); | 
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| [157] | 202 |  | 
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| [161] | 203 |     showDebugOverlay(true); | 
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| [157] | 204 |  | 
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| [161] | 205 |     // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE | 
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 | 206 |     // It will then receive events liek windowClosed, windowResized, etc. | 
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 | 207 |     WindowEventUtilities::addWindowEventListener(window_, this); | 
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 | 208 |   } | 
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| [157] | 209 |  | 
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| [161] | 210 |   /** | 
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 | 211 |   * Standard destructor. | 
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 | 212 |   * Removes this object as a window event listener and deletes all created | 
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 | 213 |   * variables. | 
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 | 214 |   */ | 
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 | 215 |   RunManager::~RunManager() | 
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 | 216 |   { | 
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 | 217 |     //Remove ourself as a Window listener | 
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 | 218 |     WindowEventUtilities::removeWindowEventListener(window_, this); | 
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 | 219 |     windowClosed(window_); | 
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| [157] | 220 |  | 
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| [161] | 221 |     if (backgroundScene_) | 
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 | 222 |       delete backgroundScene_; | 
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 | 223 |     if (playerShip_) | 
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 | 224 |       delete playerShip_; | 
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| [177] | 225 |     if (bulletManager_) | 
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 | 226 |       delete bulletManager_; | 
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| [161] | 227 |   } | 
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| [157] | 228 |  | 
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 | 229 |  | 
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| [161] | 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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| [157] | 245 |  | 
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| [161] | 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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| [157] | 250 |  | 
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 | 251 |  | 
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| [161] | 252 |     // Update the 'HUD' | 
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 | 253 |     updateStats(); | 
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| [157] | 254 |  | 
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| [161] | 255 |     // update the bullet positions | 
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| [177] | 256 |     bulletManager_->tick(time, deltaTime); | 
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 | 257 |  | 
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| [157] | 258 |  | 
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| [161] | 259 |     // HUMAN INTERFACE | 
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| [157] | 260 |  | 
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| [161] | 261 |     using namespace OIS; | 
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| [157] | 262 |  | 
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| [161] | 263 |     if(window_->isClosed())     return false; | 
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| [157] | 264 |  | 
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| [161] | 265 |     //Need to capture/update each device | 
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 | 266 |     keyboard_->capture(); | 
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 | 267 |     mouse_->capture(); | 
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 | 268 |     if( joystick_ ) joystick_->capture(); | 
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| [157] | 269 |  | 
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| [161] | 270 |     bool buffJ = (joystick_) ? joystick_->buffered() : true; | 
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| [157] | 271 |  | 
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| [161] | 272 |     //Check if one of the devices is not buffered | 
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 | 273 |     if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) | 
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 | 274 |     { | 
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 | 275 |       // one of the input modes is immediate, so setup what | 
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 | 276 |       // is needed for immediate movement | 
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 | 277 |       if (timeUntilNextToggle_ >= 0) | 
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 | 278 |         timeUntilNextToggle_ -= deltaTime; | 
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 | 279 |     } | 
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| [157] | 280 |  | 
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| [161] | 281 |     // handle HID devices | 
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 | 282 |     if( processUnbufferedKeyInput() == false ) | 
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 | 283 |         return false; | 
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 | 284 |     if( processUnbufferedMouseInput() == false ) | 
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 | 285 |         return false; | 
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| [157] | 286 |  | 
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| [161] | 287 |     // keep rendering | 
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 | 288 |     return true; | 
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 | 289 |   } | 
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| [157] | 290 |  | 
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 | 291 |  | 
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| [232] | 292 |   SceneManager& RunManager::getSceneManager() | 
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 | 293 |   { | 
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 | 294 |     return *sceneMgr_; | 
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 | 295 |   } | 
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 | 296 |  | 
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 | 297 |   SceneManager* RunManager::getSceneManagerPtr() | 
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 | 298 |   { | 
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 | 299 |     return sceneMgr_; | 
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 | 300 |   } | 
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 | 301 |  | 
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 | 302 |   BulletManager* RunManager::getBulletManagerPtr() | 
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 | 303 |   { | 
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 | 304 |     return bulletManager_; | 
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 | 305 |   } | 
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 | 306 |  | 
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 | 307 |   int RunManager::getAmmunitionID(const Ogre::String &ammoName) | 
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 | 308 |   { | 
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 | 309 |     Ogre::String ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; | 
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 | 310 |     int ammoTypesLength = 3; | 
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 | 311 |  | 
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 | 312 |     for (int i = 0; i < ammoTypesLength; i++) | 
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 | 313 |     { | 
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 | 314 |       if (ammoTypes[i] == ammoName) | 
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 | 315 |         return i; | 
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 | 316 |     } | 
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 | 317 |     return -1; | 
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 | 318 |   } | 
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 | 319 |  | 
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 | 320 |   int RunManager::getNumberOfAmmos() | 
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 | 321 |   { | 
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 | 322 |     return 3; | 
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 | 323 |   } | 
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 | 324 |  | 
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 | 325 |  | 
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| [161] | 326 |   /** | 
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 | 327 |   * Adjust mouse clipping area. | 
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 | 328 |   * This method is called by Ogre without regards of tick()! | 
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 | 329 |   * Avoid doing too much in this call. | 
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 | 330 |   * @param rw render window | 
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 | 331 |   */ | 
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 | 332 |   void RunManager::windowResized(RenderWindow* rw) | 
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 | 333 |   { | 
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 | 334 |     unsigned int width, height, depth; | 
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 | 335 |     int left, top; | 
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 | 336 |     rw->getMetrics(width, height, depth, left, top); | 
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| [157] | 337 |  | 
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| [161] | 338 |     const OIS::MouseState &ms = mouse_->getMouseState(); | 
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 | 339 |     ms.width = width; | 
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 | 340 |     ms.height = height; | 
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 | 341 |   } | 
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| [157] | 342 |  | 
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 | 343 |  | 
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| [161] | 344 |   /** | 
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 | 345 |   * Unattach OIS before window shutdown (very important under Linux). | 
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 | 346 |   * Again, avoid computing a lot in this function. | 
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 | 347 |   * @param rw Render Window | 
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 | 348 |   */ | 
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 | 349 |   void RunManager::windowClosed(RenderWindow* rw) | 
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| [157] | 350 |   { | 
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| [161] | 351 |     //Only close for window that created OIS (the main window in these demos) | 
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 | 352 |     if( rw == window_ ) | 
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| [157] | 353 |     { | 
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| [161] | 354 |       if( inputManager_ ) | 
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 | 355 |       { | 
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 | 356 |         inputManager_->destroyInputObject( mouse_ ); | 
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 | 357 |         inputManager_->destroyInputObject( keyboard_ ); | 
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 | 358 |         inputManager_->destroyInputObject( joystick_ ); | 
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| [157] | 359 |  | 
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| [161] | 360 |         OIS::InputManager::destroyInputSystem(inputManager_); | 
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 | 361 |         inputManager_ = 0; | 
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 | 362 |       } | 
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| [157] | 363 |     } | 
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 | 364 |   } | 
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 | 365 |  | 
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| [161] | 366 |   /** | 
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 | 367 |   * Processes the Keyboard input. | 
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 | 368 |   * TODO: Use listeners to improve performance. | 
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 | 369 |   * A lookup table should be implemented to bind any key to a specific action. | 
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 | 370 |   * @return Return true to keep rendering | 
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 | 371 |   */ | 
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 | 372 |   bool RunManager::processUnbufferedKeyInput() | 
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 | 373 |   { | 
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 | 374 |     using namespace OIS; | 
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| [157] | 375 |  | 
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| [161] | 376 |     if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) | 
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 | 377 |       playerShip_->setSideThrust(1); | 
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 | 378 |     else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) | 
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 | 379 |       playerShip_->setSideThrust(-1); | 
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 | 380 |     else | 
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 | 381 |       playerShip_->setSideThrust(0); | 
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| [157] | 382 |  | 
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| [161] | 383 |     if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) | 
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 | 384 |       playerShip_->setMainThrust(1); | 
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 | 385 |     else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) | 
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 | 386 |       playerShip_->setMainThrust(-1); | 
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 | 387 |     else | 
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 | 388 |       playerShip_->setMainThrust(0); | 
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| [157] | 389 |  | 
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| [161] | 390 |     if (keyboard_->isKeyDown(KC_C)) | 
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 | 391 |       playerShip_->setYThrust(1); | 
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 | 392 |     else if (keyboard_->isKeyDown(KC_SPACE)) | 
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 | 393 |       playerShip_->setYThrust(-1); | 
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 | 394 |     else | 
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 | 395 |       playerShip_->setYThrust(0); | 
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| [159] | 396 |  | 
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| [194] | 397 |     if (keyboard_->isKeyDown(KC_G)) | 
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| [198] | 398 |       playerShip_->getMainWeapon()->addAction(BaseWeapon::RELOAD); | 
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| [194] | 399 |  | 
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| [161] | 400 |     if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) | 
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 | 401 |       return false; | 
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| [157] | 402 |  | 
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| [161] | 403 |     if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) | 
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 | 404 |     { | 
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 | 405 |       statsOn_ = !statsOn_; | 
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 | 406 |       showDebugOverlay(statsOn_); | 
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 | 407 |       timeUntilNextToggle_ = 1; | 
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 | 408 |     } | 
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| [157] | 409 |  | 
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| [161] | 410 |     if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) | 
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| [157] | 411 |     { | 
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| [161] | 412 |       switch(filtering_) | 
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 | 413 |       { | 
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 | 414 |       case TFO_BILINEAR: | 
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 | 415 |         filtering_ = TFO_TRILINEAR; | 
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 | 416 |         aniso_ = 1; | 
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 | 417 |         break; | 
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 | 418 |       case TFO_TRILINEAR: | 
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 | 419 |         filtering_ = TFO_ANISOTROPIC; | 
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 | 420 |         aniso_ = 8; | 
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 | 421 |         break; | 
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 | 422 |       case TFO_ANISOTROPIC: | 
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 | 423 |         filtering_ = TFO_BILINEAR; | 
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 | 424 |         aniso_ = 1; | 
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 | 425 |         break; | 
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 | 426 |       default: break; | 
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 | 427 |       } | 
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 | 428 |       MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); | 
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 | 429 |       MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); | 
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 | 430 |  | 
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 | 431 |       showDebugOverlay(statsOn_); | 
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 | 432 |       timeUntilNextToggle_ = 1; | 
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| [157] | 433 |     } | 
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 | 434 |  | 
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| [161] | 435 |     if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) | 
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 | 436 |     { | 
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 | 437 |       std::ostringstream ss; | 
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 | 438 |       ss << "screenshot_" << ++screenShotCounter_ << ".png"; | 
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 | 439 |       window_->writeContentsToFile(ss.str()); | 
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 | 440 |       timeUntilNextToggle_ = 0.5; | 
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 | 441 |       debugText_ = "Saved: " + ss.str(); | 
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 | 442 |     } | 
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| [157] | 443 |  | 
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| [161] | 444 |     if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) | 
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 | 445 |     { | 
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 | 446 |       sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; | 
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 | 447 |       switch(sceneDetailIndex_) { | 
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 | 448 |           case 0 : camera_->setPolygonMode(PM_SOLID); break; | 
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 | 449 |           case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; | 
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 | 450 |           case 2 : camera_->setPolygonMode(PM_POINTS); break; | 
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 | 451 |       } | 
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 | 452 |       timeUntilNextToggle_ = 0.5; | 
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 | 453 |     } | 
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| [157] | 454 |  | 
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| [161] | 455 |     static bool displayCameraDetails = false; | 
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 | 456 |     if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) | 
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 | 457 |     { | 
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 | 458 |       displayCameraDetails = !displayCameraDetails; | 
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 | 459 |       timeUntilNextToggle_ = 0.5; | 
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 | 460 |       if (!displayCameraDetails) | 
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 | 461 |         debugText_ = ""; | 
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| [157] | 462 |     } | 
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 | 463 |  | 
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| [161] | 464 |     // Print camera details | 
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 | 465 |     if(displayCameraDetails) | 
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 | 466 |       debugText_ = " | Speed = " | 
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| [198] | 467 |             + StringConverter::toString(playerShip_->getSpeed()) | 
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 | 468 |             + " | Left Ammo = " | 
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 | 469 |             + StringConverter::toString(playerShip_ | 
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 | 470 |             ->getMainWeapon()->getAmmoState()) | 
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 | 471 |             + " | Ammo stock = " | 
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 | 472 |             + StringConverter::toString(playerShip_->getAmmoStock()); | 
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| [161] | 473 |     // debugText_ = "P: " + StringConverter::toString(camera_ | 
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 | 474 |     //      ->getDerivedPosition()) + " " + "O: " | 
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 | 475 |     //      + StringConverter::toString(camera_->getDerivedOrientation()); | 
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 | 476 |  | 
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 | 477 |     // Return true to continue rendering | 
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 | 478 |     return true; | 
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| [157] | 479 |   } | 
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 | 480 |  | 
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 | 481 |  | 
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| [161] | 482 |   /** | 
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 | 483 |   * Processes the Mouse input. | 
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 | 484 |   * TODO: Use listeners to improve performance. | 
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 | 485 |   * A lookup table should be implemented to bind ANY button or movement | 
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 | 486 |   * to a specific action. | 
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 | 487 |   * @return Return true to keep rendering | 
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 | 488 |   */ | 
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 | 489 |   bool RunManager::processUnbufferedMouseInput() | 
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 | 490 |   { | 
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 | 491 |     using namespace OIS; | 
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| [157] | 492 |  | 
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| [161] | 493 |     const MouseState &ms = mouse_->getMouseState(); | 
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| [157] | 494 |  | 
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| [194] | 495 |     if (ms.buttonDown(MB_Left)) | 
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 | 496 |       playerShip_->getMainWeapon()->primaryFireRequest(); | 
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| [177] | 497 |  | 
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| [194] | 498 |     if (ms.buttonDown(MB_Right)) | 
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 | 499 |       playerShip_->getMainWeapon()->secondaryFireRequest(); | 
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| [157] | 500 |  | 
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| [161] | 501 |     playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); | 
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 | 502 |     playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); | 
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| [157] | 503 |  | 
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| [161] | 504 |     // keep rendering | 
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 | 505 |     return true; | 
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| [157] | 506 |   } | 
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 | 507 |  | 
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| [161] | 508 |   /** | 
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 | 509 |   * Show the debug overlay of desired. | 
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 | 510 |   * @param show Whether or not to show the debug overlay | 
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 | 511 |   */ | 
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 | 512 |   void RunManager::showDebugOverlay(bool show) | 
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| [157] | 513 |   { | 
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| [161] | 514 |     if (debugOverlay_) | 
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 | 515 |     { | 
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 | 516 |       if (show) | 
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 | 517 |         debugOverlay_->show(); | 
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 | 518 |       else | 
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 | 519 |         debugOverlay_->hide(); | 
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 | 520 |     } | 
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| [157] | 521 |   } | 
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 | 522 |  | 
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 | 523 |  | 
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| [161] | 524 |   /** | 
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 | 525 |   * Show stats (e.g. FPS) in the left lower corner of the screen. | 
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 | 526 |   * Copied from the ExampleFrameListener.h in the Ogre SDK | 
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 | 527 |   */ | 
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 | 528 |   void RunManager::updateStats(void) | 
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 | 529 |   { | 
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 | 530 |     static String currFps = "Current FPS: "; | 
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 | 531 |     static String avgFps = "Average FPS: "; | 
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 | 532 |     static String bestFps = "Best FPS: "; | 
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 | 533 |     static String worstFps = "Worst FPS: "; | 
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 | 534 |     static String tris = "Triangle Count: "; | 
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 | 535 |     static String batches = "Batch Count: "; | 
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| [157] | 536 |  | 
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| [161] | 537 |     // update stats when necessary | 
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 | 538 |     try { | 
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 | 539 |       OverlayElement* guiAvg = OverlayManager::getSingleton() | 
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 | 540 |         .getOverlayElement("Core/AverageFps"); | 
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 | 541 |       OverlayElement* guiCurr = OverlayManager::getSingleton() | 
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 | 542 |         .getOverlayElement("Core/CurrFps"); | 
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 | 543 |       OverlayElement* guiBest = OverlayManager::getSingleton() | 
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 | 544 |         .getOverlayElement("Core/BestFps"); | 
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 | 545 |       OverlayElement* guiWorst = OverlayManager::getSingleton() | 
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 | 546 |         .getOverlayElement("Core/WorstFps"); | 
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| [157] | 547 |  | 
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| [161] | 548 |       const RenderTarget::FrameStats& stats = window_->getStatistics(); | 
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 | 549 |       guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); | 
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 | 550 |       guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); | 
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 | 551 |       guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) | 
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 | 552 |         +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); | 
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 | 553 |       guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) | 
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 | 554 |         +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); | 
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| [157] | 555 |  | 
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| [161] | 556 |       OverlayElement* guiTris = OverlayManager::getSingleton() | 
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 | 557 |         .getOverlayElement("Core/NumTris"); | 
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 | 558 |       guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); | 
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| [157] | 559 |  | 
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| [161] | 560 |       OverlayElement* guiBatches = OverlayManager::getSingleton() | 
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 | 561 |         .getOverlayElement("Core/NumBatches"); | 
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 | 562 |       guiBatches->setCaption(batches | 
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 | 563 |         + StringConverter::toString(stats.batchCount)); | 
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| [157] | 564 |  | 
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| [161] | 565 |       OverlayElement* guiDbg = OverlayManager::getSingleton() | 
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 | 566 |         .getOverlayElement("Core/DebugText"); | 
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 | 567 |       guiDbg->setCaption(debugText_); | 
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 | 568 |     } | 
|---|
 | 569 |     catch(...) { /* ignore */ } | 
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| [157] | 570 |   } | 
|---|
 | 571 |  | 
|---|
 | 572 |  | 
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 | 573 |  | 
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| [161] | 574 |   /** | 
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 | 575 |   * Simple camera creator. | 
|---|
 | 576 |   * playerShip_Node->attachObject(camera_) should no be here! This is what the camera | 
|---|
 | 577 |   * manager is for. Right now, this method should do just fine, setting the | 
|---|
 | 578 |   * cam behind the ship. | 
|---|
 | 579 |   */ | 
|---|
 | 580 |   void RunManager::createCamera(void) | 
|---|
 | 581 |   { | 
|---|
 | 582 |     camera_ = sceneMgr_->createCamera("PlayerCam"); | 
|---|
| [189] | 583 |     playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); | 
|---|
| [161] | 584 |     camera_->setNearClipDistance(5); | 
|---|
 | 585 |     camera_->setPosition(Vector3(0,10,500)); | 
|---|
 | 586 |     camera_->lookAt(Vector3(0,0,0)); | 
|---|
 | 587 |   } | 
|---|
| [157] | 588 |  | 
|---|
| [161] | 589 |   /** | 
|---|
 | 590 |   * Simple viewport creator. | 
|---|
 | 591 |   * TODO: fully understand the concept of viewports concerning orxnox. | 
|---|
 | 592 |   * E.g. do we need splitscreen mode? | 
|---|
 | 593 |   * For now the viewport uses the entire render window and is based on the one | 
|---|
 | 594 |   * camera created so far. | 
|---|
 | 595 |   */ | 
|---|
 | 596 |   void RunManager::createViewports(void) | 
|---|
 | 597 |   { | 
|---|
 | 598 |     // Create one viewport, entire window | 
|---|
 | 599 |     Viewport* vp = window_->addViewport(camera_); | 
|---|
 | 600 |     vp->setBackgroundColour(ColourValue(0,0,0)); | 
|---|
| [157] | 601 |  | 
|---|
| [161] | 602 |     // Alter the camera aspect ratio to match the viewport | 
|---|
 | 603 |     camera_->setAspectRatio( | 
|---|
 | 604 |       Real(vp->getActualWidth()) / Real(vp->getActualHeight())); | 
|---|
 | 605 |   } | 
|---|
 | 606 |  | 
|---|
| [157] | 607 | } | 
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