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source: orxonox.OLD/orxonox/trunk/src/subprojects/framework.cc @ 4344

Last change on this file since 4344 was 4343, checked in by bensch, 20 years ago

orxonox/trunk: importer is now also run by framework

File size: 5.7 KB
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[3140]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
[2931]16#include "framework.h"
[3427]17
18
[4294]19#include "p_node.h"
20#include "null_parent.h"
21#include "state.h"
[4272]22#include "debug.h"
23#include "graphics_engine.h"
[4300]24#include "light.h"
[4295]25#include "resource_manager.h"
[4297]26#include "camera.h"
[3657]27
[4316]28
[3398]29int verbose;
[4293]30
[4330]31void* Framework::mainLoop(void* tmp)
[2748]32{
[4330]33  Framework* framework = Framework::getInstance();
[4331]34  while(!framework->isFinished)
[4293]35    {
[4343]36#ifdef GUI_MODULE
[4331]37      while(gtk_events_pending()) 
38        gtk_main_iteration();
[4343]39#endif
[4297]40      // keyhandler returns false if sdl gets quit by some event
[4334]41      framework->eventHandler();
[2939]42
[4297]43      // tick the scene
[4330]44      float dt = framework->tick();
[4297]45
[4333]46      NullParent::getInstance()->update(dt);
47
[4293]48      // Draw the scene
[4330]49      framework->draw(dt);
[4331]50
[4293]51    }
52}
53
[4297]54bool Framework::draw(float dt)
[4293]55{
[2748]56  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
57  glLoadIdentity(); // Reset the view
58 
[4333]59  this->moduleDraw(dt);
60 
[4297]61  camera->apply();
[4294]62 
[2748]63  SDL_GL_SwapBuffers(); // Swap the buffers
64}
[4300]65
66
[4297]67float Framework::tick()
[2748]68{
[4293]69  currFrame = SDL_GetTicks();
[4300]70  float dt = (float)(currFrame - lastFrame) / 1000.0;
71  lastFrame = currFrame;
[3398]72
[4333]73  this->moduleTick(dt);
[2963]74
[4294]75  return dt;
[4293]76}
[2952]77
[2931]78
[4334]79bool Framework::eventHandler()
[4293]80{
[2748]81  // This is the main loop for the entire program and it will run until done==TRUE
82  {
83    // And poll for events
84    SDL_Event event;
[4305]85    while(SDL_PollEvent(&event))
[4303]86    {
[4334]87      moduleEventHandler(&event);
88
[2748]89      switch (event.type) {
[2931]90      case SDL_MOUSEMOTION:
[4306]91        {
92          Vector view = camera->getTarget()->getAbsCoor() - camera->getAbsCoor();
93          Vector up = Vector(0, 1, 0);
94          up = camera->getAbsDir().apply(up);
95          Vector h = up.cross(view);
96          Vector v = h.cross(view);
97          h.normalize();
98          v.normalize();
99
100          if (mouseDown[1])
101            camera->setRelCoor(camera->getRelCoor()+ h * event.motion.xrel *.05 - v * event.motion.yrel * .05);
102          if (mouseDown[3])
103            camera->getTarget()->setRelCoor(camera->getTarget()->getRelCoor()+ h * event.motion.xrel *.05 - v * event.motion.yrel * .05);
[4300]104           
[4306]105        }
[2931]106        break;
107      case SDL_MOUSEBUTTONDOWN:
[4306]108        switch (event.button.button)
[2933]109          {
[4306]110          case 4:
[3656]111            PRINTF(4)("MouseWheel up\n");
[4310]112            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
[4306]113            break;
114          case 5:
[3656]115            PRINTF(4)("MouseWheel down\n");
[4310]116            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
[4306]117            break;
118          case 1:
119          case 2:
120          case 3:
121            mouseDown[event.button.button] = true;
122            break;
[2933]123          }
[2932]124           
[2931]125        break;
[2952]126      case SDL_MOUSEBUTTONUP:
[4306]127        switch (event.button.button)
128          {
129          case 1:
130          case 2:
131          case 3:
132            mouseDown[event.button.button] = false;
133            break;
134          }
[2931]135        break;
[4302]136      case SDL_VIDEORESIZE:
137        GraphicsEngine::getInstance()->resolutionChanged(&event.resize);
138        break;
[3211]139      case SDL_KEYDOWN:
140        switch (event.key.keysym.sym)
141          {
[4331]142          case SDLK_q:
143          case SDLK_ESCAPE:
[4343]144#ifdef GUI_MODULE
[4331]145            quitGui(NULL, NULL);
[4343]146#else
147            this->quit();
148#endif
[3211]149            break;
[3418]150          case SDLK_a:
[4310]151            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
[3418]152            break;
153          case SDLK_z:
[4310]154            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
[4300]155            break;
[4307]156          case SDLK_h:
157            this->printHelp();
158            break;
[3211]159          }
160        break;
[2952]161           
[2748]162        // If a quit event was recieved
[2863]163      case SDL_QUIT:
164        // then we're done and we'll end this program
[4343]165#ifdef GUI_MODULE
166            quitGui(NULL, NULL);
167#else
168            this->quit();
169#endif
[4293]170        break;
[2863]171      default:
[4293]172        break;
[2748]173      }
[2952]174
[2748]175    }
176
177    // Get the state of the keyboard keys
178    keys = SDL_GetKeyState(NULL);
179
180    // and check if ESCAPE has been pressed. If so then quit
[4293]181    if(keys[SDLK_ESCAPE]) return false;
[2748]182  }
[4293]183  return true;
184}
[2748]185
[4331]186void Framework::quit(void)
187{
188  this->isFinished = true;
189}
190
[4317]191Framework* Framework::singletonRef = NULL;
[4293]192
[4317]193Framework* Framework::getInstance(void)
194{
195  if (Framework::singletonRef == NULL)
196    Framework::singletonRef = new Framework();
197  return Framework::singletonRef;
198}
199
[4300]200Framework::Framework()
[4293]201{
[4331]202  this->isFinished = false;
203
[4304]204  this->lastFrame = 0;
[4293]205  // Create a new OpenGL window with the title "Cone3D Basecode" at
206  // 640x480x32, fullscreen and check for errors along the way
207  GraphicsEngine::getInstance();
208
[4300]209  LightManager::getInstance();
210  glEnable(GL_TEXTURE_2D);
[4293]211
212  // Build the font from a TGA image font.tga in the data directory
213  // Hide the mouse cursor
214  SDL_ShowCursor(2);
215
[4306]216  for (int i = 0; i <MOUSE_BUTTON_COUNT; i++)
217    mouseDown[i] = false;
218
[4295]219  ResourceManager::getInstance()->setDataDir(DATA_DIRECTORY);
[4294]220 
[4297]221  camera = new Camera();
[4294]222
[4305]223  State::getInstance()->setCamera(camera, camera->getTarget());
[4294]224
225  camera->setAbsCoor(Vector(10, 10, 0));
[4297]226}
227
228Framework::~Framework()
229{
230  delete GraphicsEngine::getInstance();
231
232}
233
[4307]234
235
236void Framework::printHelp(void) const
237{
[4309]238  PRINT(0)(" Help for the frameWork\n");
239  PRINT(0)("========================\n");
240  PRINT(0)("h - print thisHelp\n");
[4307]241
[4333]242  this->moduleHelp();
[4307]243
244}
245
[4343]246#ifdef GUI_MODULE
[4330]247int quitGui(GtkWidget* widget, void* data)
248{
249#ifdef HAVE_GTK2
250  while(gtk_events_pending()) gtk_main_iteration();
[4331]251  Framework::getInstance()->quit();
[4330]252#endif /* HAVE_GTK2 */
253}
[4343]254#endif
[4330]255
[4297]256int main(int argc, char *argv[])
257{
258  verbose = 3;
[4330]259 
[4317]260  Framework* framework = Framework::getInstance();
[4316]261
[4343]262  framework->moduleInit(argc, argv);
263#ifdef GUI_MODULE
264  framework->moduleInitGui(argc, argv);
265#endif
[4331]266  framework->mainLoop(NULL);
[4297]267
268  delete framework;
[2748]269  // Kill the GL & SDL screens
270  // And quit
271  return 0;
272}
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