[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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[288] | 28 | #include "OgreVector3.h" |
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| 29 | #include "OgreStringConverter.h" |
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| 30 | #include "OgreRoot.h" |
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| 31 | #include "OgreSceneManager.h" |
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| 32 | #include "OgreSceneNode.h" |
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| 33 | #include "OgreCamera.h" |
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| 34 | #include "OgreViewport.h" |
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| 35 | #include "OgreRenderWindow.h" |
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| 36 | #include "OgreTextureManager.h" |
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| 37 | #include "OgreMaterialManager.h" |
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| 38 | #include "OgreLogManager.h" |
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| 39 | #include "OgreWindowEventUtilities.h" |
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[161] | 40 | |
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| 41 | //Use this define to signify OIS will be used as a DLL |
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| 42 | //(so that dll import/export macros are in effect) |
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| 43 | #define OIS_DYNAMIC_LIB |
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| 44 | #include <OIS/OIS.h> |
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| 45 | |
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| 46 | #include "ogre_control.h" |
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| 47 | #include "orxonox_scene.h" |
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| 48 | #include "orxonox_ship.h" |
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[189] | 49 | #include "inertial_node.h" |
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[161] | 50 | |
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[193] | 51 | #include "weapon/bullet.h" |
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| 52 | #include "weapon/bullet_manager.h" |
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[198] | 53 | #include "weapon/base_weapon.h" |
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[193] | 54 | |
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[288] | 55 | #include "hud/hud_overlay.h" |
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| 56 | #include "hud/test_overlay.h" |
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| 57 | |
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[157] | 58 | #include "run_manager.h" |
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| 59 | |
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[232] | 60 | |
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[169] | 61 | namespace orxonox { |
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[161] | 62 | using namespace Ogre; |
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[189] | 63 | using namespace weapon; |
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[288] | 64 | using namespace hud; |
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[157] | 65 | |
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[161] | 66 | /** |
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[169] | 67 | * RunManager is the basic control object during the game. |
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| 68 | * |
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| 69 | * The RunManger class is designed to actually "run" the main part of the |
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| 70 | * game. The Idea is, that you could derive from the RunManager in order |
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| 71 | * to distinguish between a first person shooter or a space craft shooter. |
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| 72 | * RunManager loads and initialises everything in the scene (like the ship, |
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| 73 | * the enemies in the scene, any scripts, the physics, window events, |
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| 74 | * environment, HUD, etc.). |
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| 75 | * It also captures any input from keyboard, mous, joystick (optional) or |
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| 76 | * Ogre (window events). |
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| 77 | */ |
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| 78 | |
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[288] | 79 | |
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| 80 | RunManager* RunManager::singletonPtr_s = NULL; |
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| 81 | |
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| 82 | |
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| 83 | /** |
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| 84 | * Contructor only needs the Root object. |
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| 85 | */ |
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| 86 | RunManager::RunManager() |
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| 87 | : ogre_(NULL), window_(NULL), screenShotCounter_(0), |
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| 88 | timeUntilNextToggle_(0), mouseSensitivity_(0.003), inputManager_(0), |
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| 89 | mouse_(0), keyboard_(0), joystick_(0), statsOn_(true) |
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[232] | 90 | { |
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| 91 | } |
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[169] | 92 | |
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| 93 | /** |
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[161] | 94 | * @param ogre_ The OgreControl object holding the render window and the Root |
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| 95 | */ |
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[288] | 96 | void RunManager::initialise(OgreControl *ogre) |
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| 97 | { |
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| 98 | ogre_ = ogre; |
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| 99 | window_ = ogre->getRenderWindow(); |
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| 100 | |
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[161] | 101 | // SETTING UP THE SCENE |
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[157] | 102 | |
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[161] | 103 | // create one new SceneManger |
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[232] | 104 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "Orxonox Scene"); |
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[157] | 105 | |
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[161] | 106 | // background scene (world objects, skybox, lights, etc.) |
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| 107 | backgroundScene_ = new OrxonoxScene(sceneMgr_); |
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[157] | 108 | |
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[177] | 109 | |
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| 110 | // BULLET LIST FOR THE TEST APPLICATION |
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| 111 | |
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| 112 | // create a bullet manager |
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| 113 | bulletManager_ = new BulletManager(sceneMgr_); |
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| 114 | |
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| 115 | |
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[161] | 116 | // PLAYER SPACESHIP |
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[157] | 117 | |
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[161] | 118 | // Create a space ship object and its SceneNode. |
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| 119 | // It should also be considered, that the ship should provide another Node |
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| 120 | // for a camera to be attached (otherwise the spaceship in front of the |
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[288] | 121 | // ship would be very static, never moving at all). |
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[157] | 122 | |
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[161] | 123 | // Construct a new spaceship and give it the node |
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[232] | 124 | playerShip_ = new OrxonoxShip(sceneMgr_->getRootSceneNode() |
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| 125 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); |
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[157] | 126 | |
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| 127 | |
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[161] | 128 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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[157] | 129 | |
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[161] | 130 | // load all resources and create the entities by calling the initialise() |
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[288] | 131 | // methods for each object (no constructor initialisations!). |
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[161] | 132 | backgroundScene_->initialise(); |
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| 133 | playerShip_->initialise(); |
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[157] | 134 | |
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| 135 | |
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[161] | 136 | // CAMERA AND VIEWPORT |
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[157] | 137 | |
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[161] | 138 | // create camera and viewport |
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| 139 | createCamera(); |
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| 140 | createViewports(); |
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[157] | 141 | |
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[288] | 142 | // create HUD |
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| 143 | hud_ = new hud::TestOverlay(window_); |
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| 144 | hud_->show(); |
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[157] | 145 | |
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[288] | 146 | |
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[161] | 147 | // Set default mipmap level (NB some APIs ignore this) |
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| 148 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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[157] | 149 | |
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| 150 | |
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[161] | 151 | // HUMAN INTERFACE |
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[157] | 152 | |
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[288] | 153 | using namespace OIS; |
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[157] | 154 | |
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[161] | 155 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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| 156 | ParamList pl; |
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| 157 | size_t windowHnd = 0; |
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| 158 | std::ostringstream windowHndStr; |
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[157] | 159 | |
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[161] | 160 | window_->getCustomAttribute("WINDOW", &windowHnd); |
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| 161 | windowHndStr << windowHnd; |
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| 162 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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[157] | 163 | |
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[161] | 164 | inputManager_ = InputManager::createInputSystem( pl ); |
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[157] | 165 | |
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[161] | 166 | // Create all devices (We only catch joystick exceptions here, |
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| 167 | // as, most people have Key/Mouse) |
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| 168 | keyboard_ = static_cast<Keyboard*>(inputManager_ |
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| 169 | ->createInputObject( OISKeyboard, false )); |
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| 170 | mouse_ = static_cast<Mouse*>(inputManager_ |
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| 171 | ->createInputObject( OISMouse, false )); |
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| 172 | try { |
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| 173 | joystick_ = static_cast<JoyStick*>(inputManager_ |
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| 174 | ->createInputObject( OISJoyStick, false )); |
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| 175 | } |
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| 176 | catch(...) { |
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| 177 | joystick_ = 0; |
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| 178 | } |
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[157] | 179 | |
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[161] | 180 | //Set initial mouse clipping size |
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| 181 | windowResized(window_); |
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[157] | 182 | |
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[288] | 183 | //showDebugOverlay(true); |
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[157] | 184 | |
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[161] | 185 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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| 186 | // It will then receive events liek windowClosed, windowResized, etc. |
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| 187 | WindowEventUtilities::addWindowEventListener(window_, this); |
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| 188 | } |
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[157] | 189 | |
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[161] | 190 | /** |
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| 191 | * Standard destructor. |
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| 192 | * Removes this object as a window event listener and deletes all created |
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| 193 | * variables. |
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| 194 | */ |
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| 195 | RunManager::~RunManager() |
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| 196 | { |
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| 197 | //Remove ourself as a Window listener |
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| 198 | WindowEventUtilities::removeWindowEventListener(window_, this); |
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| 199 | windowClosed(window_); |
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[157] | 200 | |
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[161] | 201 | if (backgroundScene_) |
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| 202 | delete backgroundScene_; |
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| 203 | if (playerShip_) |
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| 204 | delete playerShip_; |
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[177] | 205 | if (bulletManager_) |
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| 206 | delete bulletManager_; |
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[288] | 207 | if (hud_) |
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| 208 | delete hud_; |
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[161] | 209 | } |
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[157] | 210 | |
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| 211 | |
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[161] | 212 | /** |
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[288] | 213 | * Method to compute anything between 2 frames. |
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[161] | 214 | * |
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| 215 | * Everything that needs to be computed during the games happens right here. |
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| 216 | * The only exception are the listeners (which should only set variables, |
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| 217 | * not actually do something). |
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| 218 | * |
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| 219 | * @param time Absolute play time |
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| 220 | * @param deltaTime Time passed since last frame |
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| 221 | * @return Return false to end rendering |
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| 222 | */ |
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| 223 | bool RunManager::tick(unsigned long time, float deltaTime) |
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| 224 | { |
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| 225 | // synchronize with internal class timer |
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| 226 | totalTime_ = time; |
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[157] | 227 | |
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[161] | 228 | // Call tick() for every object |
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| 229 | // This could be done by registering (needs a factory..) |
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| 230 | backgroundScene_->tick(time, deltaTime); |
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| 231 | playerShip_->tick(time, deltaTime); |
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[157] | 232 | |
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| 233 | |
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[288] | 234 | // Update the HUD |
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| 235 | hud_->setDebugText(" | Speed = " |
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| 236 | + StringConverter::toString(playerShip_->getSpeed()) |
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| 237 | + " | Left Ammo = " |
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| 238 | + StringConverter::toString(playerShip_ |
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| 239 | ->getMainWeapon()->getAmmoState()) |
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| 240 | + " | Ammo stock = " |
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| 241 | + StringConverter::toString(playerShip_->getAmmoStock())); |
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[157] | 242 | |
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[288] | 243 | hud_->tick(time, deltaTime); |
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| 244 | |
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[161] | 245 | // update the bullet positions |
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[177] | 246 | bulletManager_->tick(time, deltaTime); |
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| 247 | |
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[157] | 248 | |
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[161] | 249 | // HUMAN INTERFACE |
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[157] | 250 | |
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[161] | 251 | using namespace OIS; |
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[157] | 252 | |
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[161] | 253 | if(window_->isClosed()) return false; |
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[157] | 254 | |
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[161] | 255 | //Need to capture/update each device |
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| 256 | keyboard_->capture(); |
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| 257 | mouse_->capture(); |
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| 258 | if( joystick_ ) joystick_->capture(); |
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[157] | 259 | |
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[161] | 260 | bool buffJ = (joystick_) ? joystick_->buffered() : true; |
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[157] | 261 | |
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[161] | 262 | //Check if one of the devices is not buffered |
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| 263 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) |
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| 264 | { |
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| 265 | // one of the input modes is immediate, so setup what |
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| 266 | // is needed for immediate movement |
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| 267 | if (timeUntilNextToggle_ >= 0) |
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| 268 | timeUntilNextToggle_ -= deltaTime; |
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| 269 | } |
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[157] | 270 | |
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[161] | 271 | // handle HID devices |
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| 272 | if( processUnbufferedKeyInput() == false ) |
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| 273 | return false; |
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| 274 | if( processUnbufferedMouseInput() == false ) |
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| 275 | return false; |
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[157] | 276 | |
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[161] | 277 | // keep rendering |
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| 278 | return true; |
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| 279 | } |
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[157] | 280 | |
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| 281 | |
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[232] | 282 | SceneManager& RunManager::getSceneManager() |
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| 283 | { |
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| 284 | return *sceneMgr_; |
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| 285 | } |
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| 286 | |
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| 287 | SceneManager* RunManager::getSceneManagerPtr() |
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| 288 | { |
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| 289 | return sceneMgr_; |
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| 290 | } |
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| 291 | |
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| 292 | BulletManager* RunManager::getBulletManagerPtr() |
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| 293 | { |
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| 294 | return bulletManager_; |
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| 295 | } |
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| 296 | |
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| 297 | int RunManager::getAmmunitionID(const Ogre::String &ammoName) |
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| 298 | { |
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| 299 | Ogre::String ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; |
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| 300 | int ammoTypesLength = 3; |
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| 301 | |
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| 302 | for (int i = 0; i < ammoTypesLength; i++) |
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| 303 | { |
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| 304 | if (ammoTypes[i] == ammoName) |
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| 305 | return i; |
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| 306 | } |
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| 307 | return -1; |
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| 308 | } |
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| 309 | |
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| 310 | int RunManager::getNumberOfAmmos() |
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| 311 | { |
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| 312 | return 3; |
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| 313 | } |
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| 314 | |
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| 315 | |
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[161] | 316 | /** |
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| 317 | * Adjust mouse clipping area. |
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| 318 | * This method is called by Ogre without regards of tick()! |
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| 319 | * Avoid doing too much in this call. |
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| 320 | * @param rw render window |
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| 321 | */ |
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| 322 | void RunManager::windowResized(RenderWindow* rw) |
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| 323 | { |
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| 324 | unsigned int width, height, depth; |
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| 325 | int left, top; |
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| 326 | rw->getMetrics(width, height, depth, left, top); |
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[157] | 327 | |
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[161] | 328 | const OIS::MouseState &ms = mouse_->getMouseState(); |
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| 329 | ms.width = width; |
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| 330 | ms.height = height; |
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| 331 | } |
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[157] | 332 | |
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| 333 | |
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[161] | 334 | /** |
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| 335 | * Unattach OIS before window shutdown (very important under Linux). |
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| 336 | * Again, avoid computing a lot in this function. |
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| 337 | * @param rw Render Window |
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| 338 | */ |
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| 339 | void RunManager::windowClosed(RenderWindow* rw) |
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[157] | 340 | { |
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[161] | 341 | //Only close for window that created OIS (the main window in these demos) |
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| 342 | if( rw == window_ ) |
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[157] | 343 | { |
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[161] | 344 | if( inputManager_ ) |
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| 345 | { |
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| 346 | inputManager_->destroyInputObject( mouse_ ); |
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| 347 | inputManager_->destroyInputObject( keyboard_ ); |
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| 348 | inputManager_->destroyInputObject( joystick_ ); |
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[157] | 349 | |
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[161] | 350 | OIS::InputManager::destroyInputSystem(inputManager_); |
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| 351 | inputManager_ = 0; |
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| 352 | } |
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[157] | 353 | } |
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| 354 | } |
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| 355 | |
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[161] | 356 | /** |
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| 357 | * Processes the Keyboard input. |
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| 358 | * TODO: Use listeners to improve performance. |
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| 359 | * A lookup table should be implemented to bind any key to a specific action. |
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| 360 | * @return Return true to keep rendering |
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| 361 | */ |
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| 362 | bool RunManager::processUnbufferedKeyInput() |
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| 363 | { |
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| 364 | using namespace OIS; |
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[157] | 365 | |
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[161] | 366 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) |
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| 367 | playerShip_->setSideThrust(1); |
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| 368 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) |
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| 369 | playerShip_->setSideThrust(-1); |
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| 370 | else |
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| 371 | playerShip_->setSideThrust(0); |
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[157] | 372 | |
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[161] | 373 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) |
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| 374 | playerShip_->setMainThrust(1); |
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| 375 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) |
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| 376 | playerShip_->setMainThrust(-1); |
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| 377 | else |
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| 378 | playerShip_->setMainThrust(0); |
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[157] | 379 | |
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[161] | 380 | if (keyboard_->isKeyDown(KC_C)) |
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| 381 | playerShip_->setYThrust(1); |
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| 382 | else if (keyboard_->isKeyDown(KC_SPACE)) |
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| 383 | playerShip_->setYThrust(-1); |
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| 384 | else |
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| 385 | playerShip_->setYThrust(0); |
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[159] | 386 | |
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[194] | 387 | if (keyboard_->isKeyDown(KC_G)) |
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[198] | 388 | playerShip_->getMainWeapon()->addAction(BaseWeapon::RELOAD); |
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[194] | 389 | |
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[161] | 390 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) |
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| 391 | return false; |
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[157] | 392 | |
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[161] | 393 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) |
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| 394 | { |
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| 395 | statsOn_ = !statsOn_; |
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| 396 | timeUntilNextToggle_ = 1; |
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| 397 | } |
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[157] | 398 | |
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[161] | 399 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) |
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| 400 | { |
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| 401 | std::ostringstream ss; |
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| 402 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; |
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| 403 | window_->writeContentsToFile(ss.str()); |
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| 404 | timeUntilNextToggle_ = 0.5; |
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| 405 | } |
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[157] | 406 | |
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[161] | 407 | // Return true to continue rendering |
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| 408 | return true; |
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[157] | 409 | } |
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| 410 | |
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| 411 | |
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[161] | 412 | /** |
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| 413 | * Processes the Mouse input. |
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| 414 | * TODO: Use listeners to improve performance. |
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| 415 | * A lookup table should be implemented to bind ANY button or movement |
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| 416 | * to a specific action. |
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| 417 | * @return Return true to keep rendering |
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| 418 | */ |
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| 419 | bool RunManager::processUnbufferedMouseInput() |
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| 420 | { |
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| 421 | using namespace OIS; |
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[157] | 422 | |
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[161] | 423 | const MouseState &ms = mouse_->getMouseState(); |
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[157] | 424 | |
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[194] | 425 | if (ms.buttonDown(MB_Left)) |
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| 426 | playerShip_->getMainWeapon()->primaryFireRequest(); |
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[177] | 427 | |
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[194] | 428 | if (ms.buttonDown(MB_Right)) |
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| 429 | playerShip_->getMainWeapon()->secondaryFireRequest(); |
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[157] | 430 | |
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[161] | 431 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); |
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| 432 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mouseSensitivity_)); |
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[157] | 433 | |
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[161] | 434 | // keep rendering |
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| 435 | return true; |
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[157] | 436 | } |
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| 437 | |
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[161] | 438 | /** |
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[288] | 439 | * Show an overlay desired. |
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[161] | 440 | * @param show Whether or not to show the debug overlay |
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| 441 | */ |
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| 442 | void RunManager::showDebugOverlay(bool show) |
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[157] | 443 | { |
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[288] | 444 | if (hud_) |
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[161] | 445 | { |
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| 446 | if (show) |
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[288] | 447 | hud_->show(); |
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[161] | 448 | else |
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[288] | 449 | hud_->hide(); |
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[161] | 450 | } |
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[157] | 451 | } |
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| 452 | |
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| 453 | |
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[161] | 454 | /** |
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| 455 | * Simple camera creator. |
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[288] | 456 | * playerShip_Node->attachObject(camera_) should not be here! This is what |
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| 457 | * the camera manager is for. Right now, this method should do just fine, |
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| 458 | * setting the cam behind the ship. |
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[161] | 459 | */ |
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[288] | 460 | void RunManager::createCamera() |
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[161] | 461 | { |
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| 462 | camera_ = sceneMgr_->createCamera("PlayerCam"); |
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[189] | 463 | playerShip_->getRootNode()->getSceneNode()->attachObject(camera_); |
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[161] | 464 | camera_->setNearClipDistance(5); |
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| 465 | camera_->setPosition(Vector3(0,10,500)); |
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| 466 | camera_->lookAt(Vector3(0,0,0)); |
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| 467 | } |
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[157] | 468 | |
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[161] | 469 | /** |
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| 470 | * Simple viewport creator. |
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| 471 | * For now the viewport uses the entire render window and is based on the one |
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| 472 | * camera created so far. |
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| 473 | */ |
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[288] | 474 | void RunManager::createViewports() |
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[161] | 475 | { |
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| 476 | // Create one viewport, entire window |
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| 477 | Viewport* vp = window_->addViewport(camera_); |
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| 478 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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[157] | 479 | |
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[161] | 480 | // Alter the camera aspect ratio to match the viewport |
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| 481 | camera_->setAspectRatio( |
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| 482 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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| 483 | } |
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| 484 | |
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[288] | 485 | |
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| 486 | RunManager* RunManager::createSingleton() |
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| 487 | { |
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| 488 | if (singletonPtr_s) |
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| 489 | return NULL; |
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| 490 | singletonPtr_s = new RunManager(); |
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| 491 | return singletonPtr_s; |
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| 492 | } |
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| 493 | |
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| 494 | void RunManager::destroySingleton() |
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| 495 | { |
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| 496 | if (singletonPtr_s) |
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| 497 | delete singletonPtr_s; |
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| 498 | } |
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| 499 | |
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| 500 | |
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| 501 | RunManager& RunManager::getSingleton() |
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| 502 | { |
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| 503 | return *singletonPtr_s; |
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| 504 | } |
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| 505 | |
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| 506 | RunManager* RunManager::getSingletonPtr() |
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| 507 | { |
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| 508 | return singletonPtr_s; |
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| 509 | } |
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| 510 | |
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| 511 | } |
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