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source: code/branches/hud/src/orxonox/Orxonox.h @ 1617

Last change on this file since 1617 was 1613, checked in by rgrieder, 16 years ago
  • Radar now working like before
  • but more of a svn save..

There is class called Radar which takes care of the focus and all objects that can be displayed on a Radar.
The actual visual implementation is in HUDRadar.
To make a object radar viewable, simply implement RadarViewable and set the WorldEntitiy pointer in the constructor (assertation will fail otherwise!).
You can also set a camouflage value between 0 and 1 that tells how good a radar can see an object.
The HUDRadar (or another one) on the other side has a sensitivity between 0 and 1. So only if the sensitivity is higher than the camouflage value, the object gets displayed.

  • Property svn:eol-style set to native
File size: 3.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Benjamin Knecht <beni_at_orxonox.net>, (C) 2007
26 *
27 */
28
29/**
30 @file  Orxonox.h
31 @brief Main Orxonox Class File
32 @author Benjamin Knecht <beni_at_orxonox.net>
33 */
34
35#ifndef _Orxonox_H__
36#define _Orxonox_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <string>
41
42#include <OgrePrerequisites.h>
43#include "audio/AudioPrereqs.h"
44
45#include "GraphicsEngine.h"
46
47namespace orxonox {
48
49  enum gameMode{
50    SERVER,
51    CLIENT,
52    STANDALONE,
53    DEDICATED
54  };
55
56  //! Orxonox singleton class
57  class _OrxonoxExport Orxonox
58  {
59    public:
60      bool init(int argc, char **argv);
61      bool start();
62
63      void abortRequest();
64      //inline audio::AudioManager* getAudioManagerPointer() { return auMan_; };
65
66      static Orxonox* getSingleton();
67      static void destroySingleton();
68
69      static inline void slomo(float factor) { Orxonox::setTimeFactor(factor); }
70      static void setTimeFactor(float factor = 1.0);
71      static inline float getTimeFactor() { return Orxonox::getSingleton()->timefactor_; }
72      static inline void exit() { Orxonox::getSingleton()->abortRequest(); }
73
74   private:
75      // don't mess with singletons
76      Orxonox();
77      Orxonox(Orxonox& instance);
78      Orxonox& operator=(const Orxonox& instance);
79      ~Orxonox();
80
81      bool loadPlayground();
82
83      bool serverLoad();
84      bool clientLoad();
85      bool standaloneLoad();
86
87      bool loadScene();
88
89      bool startRenderLoop();
90
91      float calculateEventTime(unsigned long, std::deque<unsigned long>&);
92
93    private:
94      GraphicsEngine*       ogre_;          //!< our dearest graphics engine <3
95      Level*                startLevel_;    //!< current hard coded default level
96      Level*                hud_;           //!< 'level' object fo the HUD
97      Radar*                radar_;         //!< represents the Radar (not the HUD part)
98      //audio::AudioManager*  auMan_;         //!< audio manager
99      Ogre::Timer*          timer_;         //!< Main loop timer
100      // TODO: make this a config-value by creating a config class for orxonox
101      float                 frameSmoothingTime_;
102      bool                  bAbort_;        //!< aborts the render loop if true
103      float                 timefactor_;    //!< A factor to change the gamespeed
104
105      // this is used to identify the mode (server/client/...) we're in
106      gameMode              mode_;
107      std::string           serverIp_;
108      int                   serverPort_;
109
110      static Orxonox *singletonRef_s;
111  };
112}
113#endif /* _Orxonox_H__ */
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