[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 "bullet.h" |
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[177] | 54 | #include "bullet_manager.h" |
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[161] | 55 | #include "camera_manager.h" |
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[177] | 56 | #include "weapon_manager.h" |
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[161] | 57 | |
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[157] | 58 | #include "run_manager.h" |
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| 59 | |
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[169] | 60 | namespace orxonox { |
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[161] | 61 | using namespace Ogre; |
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[157] | 62 | |
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[161] | 63 | /** |
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[169] | 64 | * RunManager is the basic control object during the game. |
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| 65 | * |
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| 66 | * The RunManger class is designed to actually "run" the main part of the |
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| 67 | * game. The Idea is, that you could derive from the RunManager in order |
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| 68 | * to distinguish between a first person shooter or a space craft shooter. |
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| 69 | * RunManager loads and initialises everything in the scene (like the ship, |
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| 70 | * the enemies in the scene, any scripts, the physics, window events, |
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| 71 | * environment, HUD, etc.). |
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| 72 | * It also captures any input from keyboard, mous, joystick (optional) or |
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| 73 | * Ogre (window events). |
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| 74 | */ |
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| 75 | |
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| 76 | |
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| 77 | /** |
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[161] | 78 | * Contructor only needs the render window and the Root object which are both |
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| 79 | * the OgreControl object. |
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| 80 | * Right now the constructor does all the initialisation work. This could also |
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| 81 | * be done in a new method "initialize()", for whatever purpose. |
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| 82 | * |
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| 83 | * |
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| 84 | * @param ogre_ The OgreControl object holding the render window and the Root |
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| 85 | */ |
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| 86 | RunManager::RunManager(OgreControl * ogre) |
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| 87 | : ogre_(ogre), window_(ogre->getRenderWindow()), leftButtonDown_(false), |
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| 88 | statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), |
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| 89 | filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), |
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| 90 | mouseSensitivity_(0.003), |
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| 91 | debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) |
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| 92 | { |
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[157] | 93 | |
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[161] | 94 | // SETTING UP THE SCENE |
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[157] | 95 | |
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[161] | 96 | // create one new SceneManger |
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| 97 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "backgroundScene_"); |
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[157] | 98 | |
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[161] | 99 | // background scene (world objects, skybox, lights, etc.) |
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| 100 | backgroundScene_ = new OrxonoxScene(sceneMgr_); |
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[157] | 101 | |
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[177] | 102 | |
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| 103 | // BULLET LIST FOR THE TEST APPLICATION |
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| 104 | |
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| 105 | // create a bullet manager |
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| 106 | bulletManager_ = new BulletManager(sceneMgr_); |
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| 107 | WeaponManager::loadWeapons(); |
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| 108 | |
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| 109 | // TODO: Use STL to make life easier. But it works this way too.. |
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| 110 | /*bullets_ = new Bullet*[10]; |
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| 111 | bulletsIndex_ = 0; |
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| 112 | bulletsSize_ = 10;*/ |
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| 113 | |
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| 114 | |
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[161] | 115 | // PLAYER SPACESHIP |
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[157] | 116 | |
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[161] | 117 | // Create a space ship object and its SceneNode. |
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| 118 | // Some ideas about the steering: The ship should only receive events like |
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| 119 | // up, down, left, right, roll left, roll right, move down, move up, etc). |
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| 120 | // Multiple interpretations of these commands would make the game more |
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| 121 | // but it also makes AI steering more difficult, since for every type of |
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| 122 | // steering, new methods have to be written. |
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| 123 | // --> clearly define how a space ship can fly (rolling?, conservation of |
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| 124 | // impuls?, direct mouse sight steeering?, etc.) |
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| 125 | // It should also be considered, that the ship should provide another Node |
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| 126 | // for a camera to be attached (otherwise the spaceship in front of the |
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| 127 | // would be very static, never moving at all). |
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[157] | 128 | |
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[161] | 129 | // Construct a new spaceship and give it the node |
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| 130 | playerShip_ = new OrxonoxShip(sceneMgr_, sceneMgr_->getRootSceneNode() |
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[177] | 131 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20)), bulletManager_); |
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[157] | 132 | |
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| 133 | |
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[161] | 134 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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[157] | 135 | |
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[161] | 136 | // load all resources and create the entities by calling the initialise() |
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| 137 | // methods for each object (don't initialise in the constructor!). |
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| 138 | backgroundScene_->initialise(); |
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| 139 | playerShip_->initialise(); |
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[157] | 140 | |
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| 141 | |
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[161] | 142 | // CAMERA AND VIEWPORT |
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| 143 | // TODO: create a camera manager. It should be able to change its position |
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| 144 | // around the space ship (predefined states would be nice too). And it should |
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| 145 | // also be able to switch between different locations (like ship, spactator, |
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| 146 | // certain fixed positions (e.g. finish line, etc.)). These are just ideas. |
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[157] | 147 | |
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[161] | 148 | // create camera and viewport |
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| 149 | createCamera(); |
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| 150 | createViewports(); |
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[157] | 151 | |
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| 152 | |
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[161] | 153 | // Set default mipmap level (NB some APIs ignore this) |
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| 154 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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[157] | 155 | |
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[161] | 156 | |
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[157] | 157 | |
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[161] | 158 | // HUMAN INTERFACE |
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[157] | 159 | |
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[161] | 160 | using namespace OIS; |
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[157] | 161 | |
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[161] | 162 | debugOverlay_ = OverlayManager::getSingleton() |
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| 163 | .getByName("Core/DebugOverlay"); |
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[157] | 164 | |
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[161] | 165 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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| 166 | ParamList pl; |
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| 167 | size_t windowHnd = 0; |
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| 168 | std::ostringstream windowHndStr; |
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[157] | 169 | |
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[161] | 170 | window_->getCustomAttribute("WINDOW", &windowHnd); |
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| 171 | windowHndStr << windowHnd; |
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| 172 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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[157] | 173 | |
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[161] | 174 | inputManager_ = InputManager::createInputSystem( pl ); |
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[157] | 175 | |
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[161] | 176 | // Create all devices (We only catch joystick exceptions here, |
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| 177 | // as, most people have Key/Mouse) |
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| 178 | keyboard_ = static_cast<Keyboard*>(inputManager_ |
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| 179 | ->createInputObject( OISKeyboard, false )); |
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| 180 | mouse_ = static_cast<Mouse*>(inputManager_ |
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| 181 | ->createInputObject( OISMouse, false )); |
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| 182 | try { |
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| 183 | joystick_ = static_cast<JoyStick*>(inputManager_ |
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| 184 | ->createInputObject( OISJoyStick, false )); |
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| 185 | } |
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| 186 | catch(...) { |
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| 187 | joystick_ = 0; |
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| 188 | } |
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[157] | 189 | |
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[161] | 190 | //Set initial mouse clipping size |
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| 191 | windowResized(window_); |
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[157] | 192 | |
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[161] | 193 | showDebugOverlay(true); |
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[157] | 194 | |
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[161] | 195 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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| 196 | // It will then receive events liek windowClosed, windowResized, etc. |
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| 197 | WindowEventUtilities::addWindowEventListener(window_, this); |
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| 198 | } |
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[157] | 199 | |
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[161] | 200 | /** |
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| 201 | * Standard destructor. |
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| 202 | * Removes this object as a window event listener and deletes all created |
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| 203 | * variables. |
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| 204 | */ |
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| 205 | RunManager::~RunManager() |
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| 206 | { |
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| 207 | //Remove ourself as a Window listener |
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| 208 | WindowEventUtilities::removeWindowEventListener(window_, this); |
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| 209 | windowClosed(window_); |
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[157] | 210 | |
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[161] | 211 | if (backgroundScene_) |
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| 212 | delete backgroundScene_; |
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| 213 | if (playerShip_) |
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| 214 | delete playerShip_; |
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[177] | 215 | if (bulletManager_) |
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| 216 | delete bulletManager_; |
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[157] | 217 | |
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[177] | 218 | WeaponManager::destroyWeapons(); |
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| 219 | |
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[161] | 220 | // clean up the bullet list |
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[177] | 221 | /*for (int i = 0; i < bulletsIndex_; i++) |
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[161] | 222 | delete bullets_[i]; |
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[177] | 223 | delete bullets_;*/ |
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[161] | 224 | } |
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[157] | 225 | |
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| 226 | |
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[161] | 227 | /** |
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| 228 | * Method to compute anyting between 2 frames. |
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| 229 | * |
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| 230 | * Everything that needs to be computed during the games happens right here. |
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| 231 | * The only exception are the listeners (which should only set variables, |
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| 232 | * not actually do something). |
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| 233 | * |
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| 234 | * @param time Absolute play time |
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| 235 | * @param deltaTime Time passed since last frame |
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| 236 | * @return Return false to end rendering |
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| 237 | */ |
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| 238 | bool RunManager::tick(unsigned long time, float deltaTime) |
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| 239 | { |
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| 240 | // synchronize with internal class timer |
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| 241 | totalTime_ = time; |
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[157] | 242 | |
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[161] | 243 | // Call tick() for every object |
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| 244 | // This could be done by registering (needs a factory..) |
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| 245 | backgroundScene_->tick(time, deltaTime); |
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| 246 | playerShip_->tick(time, deltaTime); |
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[157] | 247 | |
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| 248 | |
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[161] | 249 | // Update the 'HUD' |
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| 250 | updateStats(); |
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[157] | 251 | |
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[161] | 252 | // update the bullet positions |
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[177] | 253 | bulletManager_->tick(time, deltaTime); |
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| 254 | |
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| 255 | /*for (int i = 0; i < bulletsIndex_; i++) |
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[161] | 256 | { |
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[169] | 257 | bullets_[i]->node_->translate(bullets_[i]->speed_*deltaTime); |
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| 258 | bullets_[i]->node_->yaw(Degree(deltaTime*100)); |
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| 259 | bullets_[i]->node_->roll(Degree(deltaTime*300)); |
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[177] | 260 | }*/ |
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[157] | 261 | |
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[161] | 262 | // HUMAN INTERFACE |
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[157] | 263 | |
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[161] | 264 | using namespace OIS; |
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[157] | 265 | |
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[161] | 266 | if(window_->isClosed()) return false; |
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[157] | 267 | |
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[161] | 268 | //Need to capture/update each device |
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| 269 | keyboard_->capture(); |
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| 270 | mouse_->capture(); |
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| 271 | if( joystick_ ) joystick_->capture(); |
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[157] | 272 | |
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[161] | 273 | bool buffJ = (joystick_) ? joystick_->buffered() : true; |
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[157] | 274 | |
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[161] | 275 | //Check if one of the devices is not buffered |
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| 276 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) |
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| 277 | { |
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| 278 | // one of the input modes is immediate, so setup what |
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| 279 | // is needed for immediate movement |
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| 280 | if (timeUntilNextToggle_ >= 0) |
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| 281 | timeUntilNextToggle_ -= deltaTime; |
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| 282 | } |
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[157] | 283 | |
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[161] | 284 | // handle HID devices |
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| 285 | if( processUnbufferedKeyInput() == false ) |
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| 286 | return false; |
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| 287 | if( processUnbufferedMouseInput() == false ) |
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| 288 | return false; |
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[157] | 289 | |
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[161] | 290 | // keep rendering |
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| 291 | return true; |
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| 292 | } |
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[157] | 293 | |
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| 294 | |
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[161] | 295 | /** |
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| 296 | * Adjust mouse clipping area. |
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| 297 | * This method is called by Ogre without regards of tick()! |
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| 298 | * Avoid doing too much in this call. |
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| 299 | * @param rw render window |
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| 300 | */ |
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| 301 | void RunManager::windowResized(RenderWindow* rw) |
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| 302 | { |
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| 303 | unsigned int width, height, depth; |
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| 304 | int left, top; |
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| 305 | rw->getMetrics(width, height, depth, left, top); |
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[157] | 306 | |
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[161] | 307 | const OIS::MouseState &ms = mouse_->getMouseState(); |
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| 308 | ms.width = width; |
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| 309 | ms.height = height; |
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| 310 | } |
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[157] | 311 | |
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| 312 | |
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[161] | 313 | /** |
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| 314 | * Unattach OIS before window shutdown (very important under Linux). |
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| 315 | * Again, avoid computing a lot in this function. |
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| 316 | * @param rw Render Window |
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| 317 | */ |
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| 318 | void RunManager::windowClosed(RenderWindow* rw) |
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[157] | 319 | { |
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[161] | 320 | //Only close for window that created OIS (the main window in these demos) |
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| 321 | if( rw == window_ ) |
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[157] | 322 | { |
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[161] | 323 | if( inputManager_ ) |
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| 324 | { |
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| 325 | inputManager_->destroyInputObject( mouse_ ); |
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| 326 | inputManager_->destroyInputObject( keyboard_ ); |
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| 327 | inputManager_->destroyInputObject( joystick_ ); |
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[157] | 328 | |
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[161] | 329 | OIS::InputManager::destroyInputSystem(inputManager_); |
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| 330 | inputManager_ = 0; |
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| 331 | } |
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[157] | 332 | } |
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| 333 | } |
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| 334 | |
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[161] | 335 | /** |
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| 336 | * Processes the Keyboard input. |
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| 337 | * TODO: Use listeners to improve performance. |
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| 338 | * A lookup table should be implemented to bind any key to a specific action. |
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| 339 | * @return Return true to keep rendering |
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| 340 | */ |
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| 341 | bool RunManager::processUnbufferedKeyInput() |
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| 342 | { |
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| 343 | using namespace OIS; |
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[157] | 344 | |
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[161] | 345 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) |
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| 346 | playerShip_->setSideThrust(1); |
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| 347 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) |
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| 348 | playerShip_->setSideThrust(-1); |
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| 349 | else |
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| 350 | playerShip_->setSideThrust(0); |
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[157] | 351 | |
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[161] | 352 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) |
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| 353 | playerShip_->setMainThrust(1); |
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| 354 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) |
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| 355 | playerShip_->setMainThrust(-1); |
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| 356 | else |
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| 357 | playerShip_->setMainThrust(0); |
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[157] | 358 | |
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[161] | 359 | if (keyboard_->isKeyDown(KC_C)) |
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| 360 | playerShip_->setYThrust(1); |
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| 361 | else if (keyboard_->isKeyDown(KC_SPACE)) |
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| 362 | playerShip_->setYThrust(-1); |
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| 363 | else |
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| 364 | playerShip_->setYThrust(0); |
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[159] | 365 | |
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[161] | 366 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) |
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| 367 | return false; |
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[157] | 368 | |
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[161] | 369 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) |
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| 370 | { |
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| 371 | statsOn_ = !statsOn_; |
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| 372 | showDebugOverlay(statsOn_); |
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| 373 | timeUntilNextToggle_ = 1; |
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| 374 | } |
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[157] | 375 | |
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[161] | 376 | if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) |
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[157] | 377 | { |
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[161] | 378 | switch(filtering_) |
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| 379 | { |
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| 380 | case TFO_BILINEAR: |
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| 381 | filtering_ = TFO_TRILINEAR; |
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| 382 | aniso_ = 1; |
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| 383 | break; |
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| 384 | case TFO_TRILINEAR: |
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| 385 | filtering_ = TFO_ANISOTROPIC; |
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| 386 | aniso_ = 8; |
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| 387 | break; |
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| 388 | case TFO_ANISOTROPIC: |
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| 389 | filtering_ = TFO_BILINEAR; |
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| 390 | aniso_ = 1; |
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| 391 | break; |
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| 392 | default: break; |
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| 393 | } |
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| 394 | MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); |
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| 395 | MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); |
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| 396 | |
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| 397 | showDebugOverlay(statsOn_); |
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| 398 | timeUntilNextToggle_ = 1; |
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[157] | 399 | } |
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| 400 | |
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[161] | 401 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) |
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| 402 | { |
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| 403 | std::ostringstream ss; |
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| 404 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; |
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| 405 | window_->writeContentsToFile(ss.str()); |
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| 406 | timeUntilNextToggle_ = 0.5; |
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| 407 | debugText_ = "Saved: " + ss.str(); |
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| 408 | } |
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[157] | 409 | |
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[161] | 410 | if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) |
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| 411 | { |
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| 412 | sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; |
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| 413 | switch(sceneDetailIndex_) { |
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| 414 | case 0 : camera_->setPolygonMode(PM_SOLID); break; |
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| 415 | case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; |
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| 416 | case 2 : camera_->setPolygonMode(PM_POINTS); break; |
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| 417 | } |
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| 418 | timeUntilNextToggle_ = 0.5; |
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| 419 | } |
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[157] | 420 | |
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[161] | 421 | static bool displayCameraDetails = false; |
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| 422 | if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) |
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| 423 | { |
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| 424 | displayCameraDetails = !displayCameraDetails; |
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| 425 | timeUntilNextToggle_ = 0.5; |
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| 426 | if (!displayCameraDetails) |
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| 427 | debugText_ = ""; |
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[157] | 428 | } |
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| 429 | |
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[161] | 430 | // Print camera details |
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| 431 | if(displayCameraDetails) |
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| 432 | debugText_ = " | Speed = " |
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| 433 | + StringConverter::toString(playerShip_->getSpeed()); |
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| 434 | // debugText_ = "P: " + StringConverter::toString(camera_ |
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| 435 | // ->getDerivedPosition()) + " " + "O: " |
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| 436 | // + StringConverter::toString(camera_->getDerivedOrientation()); |
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| 437 | |
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| 438 | // Return true to continue rendering |
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| 439 | return true; |
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[157] | 440 | } |
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| 441 | |
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| 442 | |
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[161] | 443 | /** |
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| 444 | * Processes the Mouse input. |
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| 445 | * TODO: Use listeners to improve performance. |
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| 446 | * A lookup table should be implemented to bind ANY button or movement |
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| 447 | * to a specific action. |
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| 448 | * @return Return true to keep rendering |
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| 449 | */ |
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| 450 | bool RunManager::processUnbufferedMouseInput() |
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| 451 | { |
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| 452 | using namespace OIS; |
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[157] | 453 | |
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[161] | 454 | const MouseState &ms = mouse_->getMouseState(); |
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[157] | 455 | |
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[161] | 456 | // This is a 'hack' to show some flying barrels.. |
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| 457 | // Usually, the Bullet created by the ship should be managed |
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| 458 | // by the physics engine.. |
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| 459 | if (ms.buttonDown(MB_Left) && !leftButtonDown_) |
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| 460 | { |
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| 461 | // Prevent continuous fire for the moment. |
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| 462 | leftButtonDown_ = true; |
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[177] | 463 | |
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| 464 | playerShip_->fire(); |
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[161] | 465 | |
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| 466 | // let ship fire one shot with its only weapon (Barrels..) |
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[177] | 467 | /*Bullet *tempBullet = playerShip_->fire(); |
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[157] | 468 | |
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[161] | 469 | // resize array if neccessary (double the size then) |
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| 470 | if (bulletsIndex_ >= bulletsSize_) |
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| 471 | { |
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| 472 | // redimension the array |
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| 473 | Bullet **tempArray = new Bullet*[2*bulletsSize_]; |
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| 474 | for (int i = 0; i < bulletsSize_; i++) |
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| 475 | tempArray[i] = bullets_[i]; |
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| 476 | bulletsSize_ *= 2; |
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| 477 | delete bullets_; |
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| 478 | bullets_ = tempArray; |
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| 479 | } |
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[157] | 480 | |
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[161] | 481 | // add the bullet to the list |
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[177] | 482 | bullets_[bulletsIndex_++] = tempBullet;*/ |
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[157] | 483 | |
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| 484 | } |
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[161] | 485 | else if (!ms.buttons) |
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| 486 | leftButtonDown_ = false; |
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[157] | 487 | |
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[161] | 488 | // space ship steering. This should definitely be done in the steering object |
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| 489 | // Simply give it the mouse movements. |
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| 490 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); |
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| 491 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); |
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| 492 | //playerShip_->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); |
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| 493 | //playerShip_->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); |
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[157] | 494 | |
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[161] | 495 | // keep rendering |
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| 496 | return true; |
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[157] | 497 | } |
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| 498 | |
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[161] | 499 | /** |
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| 500 | * Show the debug overlay of desired. |
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| 501 | * @param show Whether or not to show the debug overlay |
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| 502 | */ |
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| 503 | void RunManager::showDebugOverlay(bool show) |
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[157] | 504 | { |
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[161] | 505 | if (debugOverlay_) |
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| 506 | { |
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| 507 | if (show) |
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| 508 | debugOverlay_->show(); |
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| 509 | else |
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| 510 | debugOverlay_->hide(); |
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| 511 | } |
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[157] | 512 | } |
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| 513 | |
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| 514 | |
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[161] | 515 | /** |
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| 516 | * Show stats (e.g. FPS) in the left lower corner of the screen. |
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| 517 | * Copied from the ExampleFrameListener.h in the Ogre SDK |
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| 518 | */ |
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| 519 | void RunManager::updateStats(void) |
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| 520 | { |
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| 521 | static String currFps = "Current FPS: "; |
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| 522 | static String avgFps = "Average FPS: "; |
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| 523 | static String bestFps = "Best FPS: "; |
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| 524 | static String worstFps = "Worst FPS: "; |
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| 525 | static String tris = "Triangle Count: "; |
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| 526 | static String batches = "Batch Count: "; |
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[157] | 527 | |
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[161] | 528 | // update stats when necessary |
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| 529 | try { |
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| 530 | OverlayElement* guiAvg = OverlayManager::getSingleton() |
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| 531 | .getOverlayElement("Core/AverageFps"); |
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| 532 | OverlayElement* guiCurr = OverlayManager::getSingleton() |
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| 533 | .getOverlayElement("Core/CurrFps"); |
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| 534 | OverlayElement* guiBest = OverlayManager::getSingleton() |
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| 535 | .getOverlayElement("Core/BestFps"); |
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| 536 | OverlayElement* guiWorst = OverlayManager::getSingleton() |
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| 537 | .getOverlayElement("Core/WorstFps"); |
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[157] | 538 | |
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[161] | 539 | const RenderTarget::FrameStats& stats = window_->getStatistics(); |
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| 540 | guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); |
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| 541 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); |
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| 542 | guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) |
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| 543 | +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); |
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| 544 | guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) |
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| 545 | +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); |
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[157] | 546 | |
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[161] | 547 | OverlayElement* guiTris = OverlayManager::getSingleton() |
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| 548 | .getOverlayElement("Core/NumTris"); |
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| 549 | guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); |
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[157] | 550 | |
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[161] | 551 | OverlayElement* guiBatches = OverlayManager::getSingleton() |
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| 552 | .getOverlayElement("Core/NumBatches"); |
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| 553 | guiBatches->setCaption(batches |
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| 554 | + StringConverter::toString(stats.batchCount)); |
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[157] | 555 | |
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[161] | 556 | OverlayElement* guiDbg = OverlayManager::getSingleton() |
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| 557 | .getOverlayElement("Core/DebugText"); |
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| 558 | guiDbg->setCaption(debugText_); |
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| 559 | } |
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| 560 | catch(...) { /* ignore */ } |
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[157] | 561 | } |
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| 562 | |
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| 563 | |
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| 564 | |
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[161] | 565 | /** |
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| 566 | * Simple camera creator. |
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| 567 | * playerShip_Node->attachObject(camera_) should no be here! This is what the camera |
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| 568 | * manager is for. Right now, this method should do just fine, setting the |
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| 569 | * cam behind the ship. |
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| 570 | */ |
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| 571 | void RunManager::createCamera(void) |
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| 572 | { |
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| 573 | camera_ = sceneMgr_->createCamera("PlayerCam"); |
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| 574 | playerShip_->getRootNode()->attachObject(camera_); |
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| 575 | camera_->setNearClipDistance(5); |
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| 576 | camera_->setPosition(Vector3(0,10,500)); |
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| 577 | camera_->lookAt(Vector3(0,0,0)); |
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| 578 | } |
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[157] | 579 | |
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[161] | 580 | /** |
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| 581 | * Simple viewport creator. |
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| 582 | * TODO: fully understand the concept of viewports concerning orxnox. |
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| 583 | * E.g. do we need splitscreen mode? |
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| 584 | * For now the viewport uses the entire render window and is based on the one |
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| 585 | * camera created so far. |
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| 586 | */ |
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| 587 | void RunManager::createViewports(void) |
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| 588 | { |
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| 589 | // Create one viewport, entire window |
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| 590 | Viewport* vp = window_->addViewport(camera_); |
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| 591 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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[157] | 592 | |
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[161] | 593 | // Alter the camera aspect ratio to match the viewport |
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| 594 | camera_->setAspectRatio( |
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| 595 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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| 596 | } |
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| 597 | |
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[157] | 598 | } |
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