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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
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#include "framework.h"
17
18
19#include "p_node.h"
20#include "null_parent.h"
21#include "state.h"
22#include "debug.h"
23#include "graphics_engine.h"
24#include "light.h"
25#include "resource_manager.h"
26#include "camera.h"
27
28
29int verbose;
30
31void* Framework::mainLoop(void* tmp)
32{
33  Framework* framework = Framework::getInstance();
34  while(!framework->isFinished)
35    {
36#ifdef GUI_MODULE
37      while(gtk_events_pending()) 
38        gtk_main_iteration();
39#endif
40      // keyhandler returns false if sdl gets quit by some event
41      framework->eventHandler();
42
43      // tick the scene
44      float dt = framework->tick();
45
46      NullParent::getInstance()->update(dt);
47
48      // Draw the scene
49      framework->draw(dt);
50
51    }
52}
53
54bool Framework::draw(float dt)
55{
56  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
57  glLoadIdentity(); // Reset the view
58 
59  this->moduleDraw(dt);
60 
61  camera->apply();
62 
63  SDL_GL_SwapBuffers(); // Swap the buffers
64}
65
66
67float Framework::tick()
68{
69  currFrame = SDL_GetTicks();
70  float dt = (float)(currFrame - lastFrame) / 1000.0;
71  lastFrame = currFrame;
72
73  this->moduleTick(dt);
74
75  return dt;
76}
77
78
79bool Framework::eventHandler()
80{
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;
85    while(SDL_PollEvent(&event))
86    {
87      moduleEventHandler(&event);
88
89      switch (event.type) {
90      case SDL_MOUSEMOTION:
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);
104           
105        }
106        break;
107      case SDL_MOUSEBUTTONDOWN:
108        switch (event.button.button)
109          {
110          case 4:
111            PRINTF(4)("MouseWheel up\n");
112            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
113            break;
114          case 5:
115            PRINTF(4)("MouseWheel down\n");
116            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
117            break;
118          case 1:
119          case 2:
120          case 3:
121            mouseDown[event.button.button] = true;
122            break;
123          }
124           
125        break;
126      case SDL_MOUSEBUTTONUP:
127        switch (event.button.button)
128          {
129          case 1:
130          case 2:
131          case 3:
132            mouseDown[event.button.button] = false;
133            break;
134          }
135        break;
136      case SDL_VIDEORESIZE:
137        GraphicsEngine::getInstance()->resolutionChanged(&event.resize);
138        break;
139      case SDL_KEYDOWN:
140        switch (event.key.keysym.sym)
141          {
142          case SDLK_q:
143          case SDLK_ESCAPE:
144#ifdef GUI_MODULE
145            quitGui(NULL, NULL);
146#else
147            this->quit();
148#endif
149            break;
150          case SDLK_a:
151            camera->setRelCoor(camera->getRelCoor() + (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
152            break;
153          case SDLK_z:
154            camera->setRelCoor(camera->getRelCoor() - (camera->getTarget()->getAbsCoor() - camera->getAbsCoor())*.1);
155            break;
156          case SDLK_h:
157            this->printHelp();
158            break;
159          }
160        break;
161           
162        // If a quit event was recieved
163      case SDL_QUIT:
164        // then we're done and we'll end this program
165#ifdef GUI_MODULE
166            quitGui(NULL, NULL);
167#else
168            this->quit();
169#endif
170        break;
171      default:
172        break;
173      }
174
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
181    if(keys[SDLK_ESCAPE]) return false;
182  }
183  return true;
184}
185
186void Framework::quit(void)
187{
188  this->isFinished = true;
189}
190
191Framework* Framework::singletonRef = NULL;
192
193Framework* Framework::getInstance(void)
194{
195  if (Framework::singletonRef == NULL)
196    Framework::singletonRef = new Framework();
197  return Framework::singletonRef;
198}
199
200Framework::Framework()
201{
202  this->isFinished = false;
203
204  this->lastFrame = 0;
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
209  LightManager::getInstance();
210  glEnable(GL_TEXTURE_2D);
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
216  for (int i = 0; i <MOUSE_BUTTON_COUNT; i++)
217    mouseDown[i] = false;
218
219  ResourceManager::getInstance()->setDataDir(DATA_DIRECTORY);
220 
221  camera = new Camera();
222
223  State::getInstance()->setCamera(camera, camera->getTarget());
224
225  camera->setAbsCoor(Vector(10, 10, 0));
226}
227
228Framework::~Framework()
229{
230  delete GraphicsEngine::getInstance();
231
232}
233
234
235
236void Framework::printHelp(void) const
237{
238  PRINT(0)(" Help for the frameWork\n");
239  PRINT(0)("========================\n");
240  PRINT(0)("h - print thisHelp\n");
241
242  this->moduleHelp();
243
244}
245
246#ifdef GUI_MODULE
247int quitGui(GtkWidget* widget, void* data)
248{
249#ifdef HAVE_GTK2
250  while(gtk_events_pending()) gtk_main_iteration();
251  Framework::getInstance()->quit();
252#endif /* HAVE_GTK2 */
253}
254#endif
255
256int main(int argc, char *argv[])
257{
258  verbose = 3;
259 
260  Framework* framework = Framework::getInstance();
261
262  framework->moduleInit(argc, argv);
263#ifdef GUI_MODULE
264  framework->moduleInitGui(argc, argv);
265#endif
266  framework->mainLoop(NULL);
267
268  delete framework;
269  // Kill the GL & SDL screens
270  // And quit
271  return 0;
272}
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