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source: orxonox.OLD/orxonox/trunk/src/subprojects/framework.cc @ 4359

Last change on this file since 4359 was 4359, checked in by bensch, 19 years ago

orxonox/trunk: movenet is as it should be in framework

File size: 6.5 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#include "framework.h"
17
18
19#include "p_node.h"
20#include "null_parent.h"
21#include "state.h"
22#include "debug.h"
23#include "graphics_engine.h"
24#include "light.h"
25#include "resource_manager.h"
26#include "camera.h"
27
28
29int verbose;
30
31void* Framework::mainLoop(void* tmp)
32{
33  Framework* framework = Framework::getInstance();
34  while(!framework->isFinished)
35    {
36#ifdef GUI_MODULE
37      while(gtk_events_pending())
38        gtk_main_iteration();
39#endif
40      // keyhandler returns false if sdl gets quit by some event
41      framework->eventHandler();
42
43      // tick the scene
44      float dt = framework->tick();
45
46      NullParent::getInstance()->update(dt);
47
48      // Draw the scene
49      framework->draw(dt);
50
51    }
52}
53
54bool Framework::draw(float dt)
55{
56  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
57  glLoadIdentity(); // Reset the view
58 
59  this->moduleDraw();
60 
61  camera->apply();
62      printf("distance: %f\n", (camera->getTarget()->getAbsCoor()-camera->getAbsCoor()).len());
63 
64  SDL_GL_SwapBuffers(); // Swap the buffers
65}
66
67
68float Framework::tick()
69{
70  currFrame = SDL_GetTicks();
71  float dt = (float)(currFrame - lastFrame) / 1000.0;
72  lastFrame = currFrame;
73
74  this->moduleTick(dt);
75
76  return dt;
77}
78
79
80bool Framework::eventHandler()
81{
82  // This is the main loop for the entire program and it will run until done==TRUE
83  {
84    // And poll for events
85    SDL_Event event;
86    while(SDL_PollEvent(&event))
87    {
88      moduleEventHandler(&event);
89
90      switch (event.type) {
91      case SDL_MOUSEMOTION:
92        {
93          Vector view = camera->getTarget()->getAbsCoor() - camera->getAbsCoor();
94          Vector up = Vector(0, 1, 0);
95          up = camera->getAbsDir().apply(up);
96          Vector h = up.cross(view);
97          Vector v = h.cross(view);
98          h.normalize();
99          v.normalize();
100          float distance = view.len();
101         
102          Vector newCameraPos = camera->getAbsCoor();
103          Vector newTargetPos = camera->getTarget()->getAbsCoor();
104          int changed = 0;
105
106          if (mouseDown[1])
107            {
108              newCameraPos = camera->getRelCoor()+ (h * event.motion.xrel - v * event.motion.yrel) * .005 * distance;
109              changed += 1;
110            }
111          if (mouseDown[3])
112            {
113              newTargetPos = camera->getTarget()->getRelCoor() + (h * event.motion.xrel - v * event.motion.yrel) * .005 * distance;
114              changed += 2;
115            }
116         
117          Vector newView = newTargetPos - newCameraPos;
118
119          if (changed == 1)
120            camera->setRelCoor(newCameraPos + newView * (1- distance/newView.len()));
121          else if (changed == 2)
122            camera->getTarget()->setRelCoor(newTargetPos - newView * (1-distance/newView.len()));
123          else if (changed == 3)
124            {
125              camera->setRelCoor(newCameraPos);
126              camera->getTarget()->setRelCoor(newTargetPos);
127            }
128           
129        }
130        break;
131      case SDL_MOUSEBUTTONDOWN:
132        switch (event.button.button)
133          {
134          case 4:
135            PRINTF(4)("MouseWheel up\n");
136            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
137            break;
138          case 5:
139            PRINTF(4)("MouseWheel down\n");
140            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
141            break;
142          case 1:
143          case 2:
144          case 3:
145            mouseDown[event.button.button] = true;
146            break;
147          }
148           
149        break;
150      case SDL_MOUSEBUTTONUP:
151        switch (event.button.button)
152          {
153          case 1:
154          case 2:
155          case 3:
156            mouseDown[event.button.button] = false;
157            break;
158          }
159        break;
160      case SDL_VIDEORESIZE:
161        GraphicsEngine::getInstance()->resolutionChanged(&event.resize);
162        break;
163      case SDL_KEYDOWN:
164        switch (event.key.keysym.sym)
165          {
166          case SDLK_q:
167          case SDLK_ESCAPE:
168#ifdef GUI_MODULE
169            quitGui(NULL, NULL);
170#else
171            this->quit();
172#endif
173            break;
174          case SDLK_a:
175            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
176            break;
177          case SDLK_z:
178            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
179            break;
180          case SDLK_h:
181            this->printHelp();
182            break;
183          }
184        break;
185           
186        // If a quit event was recieved
187      case SDL_QUIT:
188        // then we're done and we'll end this program
189#ifdef GUI_MODULE
190            quitGui(NULL, NULL);
191#else
192            this->quit();
193#endif
194        break;
195      default:
196        break;
197      }
198
199    }
200
201    // Get the state of the keyboard keys
202    keys = SDL_GetKeyState(NULL);
203
204    // and check if ESCAPE has been pressed. If so then quit
205    if(keys[SDLK_ESCAPE]) return false;
206  }
207  return true;
208}
209
210void Framework::quit(void)
211{
212  this->isFinished = true;
213}
214
215Framework* Framework::singletonRef = NULL;
216
217Framework* Framework::getInstance(void)
218{
219  if (Framework::singletonRef == NULL)
220    Framework::singletonRef = new Framework();
221  return Framework::singletonRef;
222}
223
224Framework::Framework()
225{
226  this->isFinished = false;
227
228  this->lastFrame = 0;
229  // Create a new OpenGL window with the title "Cone3D Basecode" at
230  // 640x480x32, fullscreen and check for errors along the way
231  GraphicsEngine::getInstance();
232
233  LightManager::getInstance();
234  glEnable(GL_TEXTURE_2D);
235
236  // Build the font from a TGA image font.tga in the data directory
237  // Hide the mouse cursor
238  SDL_ShowCursor(2);
239
240  for (int i = 0; i <MOUSE_BUTTON_COUNT; i++)
241    mouseDown[i] = false;
242
243  ResourceManager::getInstance()->setDataDir(DATA_DIRECTORY);
244 
245  camera = new Camera();
246
247  State::getInstance()->setCamera(camera, camera->getTarget());
248
249  camera->setAbsCoor(Vector(10, 10, 0));
250}
251
252Framework::~Framework()
253{
254  delete GraphicsEngine::getInstance();
255
256}
257
258
259
260void Framework::printHelp(void) const
261{
262  PRINT(0)(" Help for the frameWork\n");
263  PRINT(0)("========================\n");
264  PRINT(0)("h - print thisHelp\n");
265  PRINT(0)("a - zoom in\n");
266  PRINT(0)("z - zoom out\n");
267
268  this->moduleHelp();
269
270}
271
272#ifdef GUI_MODULE
273int quitGui(GtkWidget* widget, void* data)
274{
275#ifdef HAVE_GTK2
276  while(gtk_events_pending()) gtk_main_iteration();
277  Framework::getInstance()->quit();
278#endif /* HAVE_GTK2 */
279}
280#endif
281
282int main(int argc, char *argv[])
283{
284  verbose = 3;
285 
286  Framework* framework = Framework::getInstance();
287
288  framework->moduleInit(argc, argv);
289#ifdef GUI_MODULE
290  framework->moduleInitGui(argc, argv);
291#endif
292  framework->mainLoop(NULL);
293
294  delete framework;
295  // Kill the GL & SDL screens
296  // And quit
297  return 0;
298}
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