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DopeAplicacion.h from Project OGRE Lia Game (POGLI Game) at Krugle


Show DopeAplicacion.h syntax highlighted

#ifndef __DOPE_APLICACION_H__
#define __DOPE_APLICACION_H__

#include "Dope.h"
#include "OgreConfigFile.h"
#include "DopeEntrada.h"

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
#    include <SDL.h>
#endif

using namespace Ogre;
namespace Dope {

    class Aplicacion
    {
    public:
        /// Standard constructor
        Aplicacion()
        {
            mFrameListener = 0;
            mRoot = 0;
            mWorld = 0;
        }
        /// Standard destructor
        virtual ~Aplicacion()
        {
            if (mFrameListener)
                delete mFrameListener;
            if (mWorld)
                delete mWorld;
            if (mRoot)
                delete mRoot;
        }

        /// Start the example
        virtual void go(void)
        {
            if (!setup())
                return;

            mRoot->startRendering();
        }

    protected:
        Root *mRoot;
        Camara* mCamera;
        SceneManager* mSceneMgr;
        Entrada* mFrameListener;
        RenderWindow* mWindow;
        Escena* mWorld;

        // These internal methods package up the stages in the startup process
        /** Sets up the application - returns false if the user chooses to abandon configuration. */
        virtual bool setup(void)
        {
            mRoot = new Root();

            setupResources();

            bool carryOn = configure();
            if (!carryOn) return false;

            chooseSceneManager();
            createWorld();
            createCamera();
            createViewports();

            // Set default mipmap level (NB some APIs ignore this)
            TextureManager::getSingleton().setDefaultNumMipmaps(5);

		    // Create any resource listeners (for loading screens)
		    createResourceListener();
		    // Load resources
		    loadResources();

            // Create the scene
            createScene();

            createFrameListener();

            return true;

        }
        /** Configures the application - returns false if the user chooses to abandon configuration. */
        virtual bool configure(void)
        {
            // Show the configuration dialog and initialise the system
            // You can skip this and use root.restoreConfig() to load configuration
            // settings if you were sure there are valid ones saved in ogre.cfg
            if(mRoot->showConfigDialog())
            {
                // If returned true, user clicked OK so initialise
                // Here we choose to let the system create a default rendering window by passing 'true'
                mWindow = mRoot->initialise(true);
                return true;
            }
            else
            {
                return false;
            }
        }

        virtual void chooseSceneManager(void)
        {
            // Get the SceneManager, in this case a generic one
            mSceneMgr = mRoot->createSceneManager(ST_GENERIC, "RefAppSMInstance");
        }
        virtual void createCamera(void)
        {
            // Create the camera
            mCamera = mWorld->createCamara("PlayerCam");

            // Position it at 500 in Z direction
            mCamera->setPosition(Vector3(0,0,500));
            // Look back along -Z
            mCamera->lookAt(Vector3(0,0,-300));
            mCamera->setNearClipDistance(5);

        }
        virtual void createFrameListener(void)
        {
            mFrameListener= new Entrada(mWindow, mCamera);
            mRoot->addFrameListener(mFrameListener);
        }

        virtual void createScene(void) = 0;    // pure virtual - this has to be overridden

        virtual void createViewports(void)
        {
            // Create one viewport, entire window
            Viewport* vp = mWindow->addViewport(mCamera->getRealCamera());
            vp->setBackgroundColour(ColourValue(0,0,0));
        }

        /// Method which will define the source of resources (other than current folder)
        virtual void setupResources(void)
        {
            // Load resource paths from config file
            ConfigFile cf;
            cf.load("resources.cfg");

            // Go through all sections & settings in the file
            ConfigFile::SectionIterator seci = cf.getSectionIterator();

            String secName, typeName, archName;
            while (seci.hasMoreElements())
            {
                secName = seci.peekNextKey();
                ConfigFile::SettingsMultiMap *settings = seci.getNext();
                ConfigFile::SettingsMultiMap::iterator i;
                for (i = settings->begin(); i != settings->end(); ++i)
                {
                    typeName = i->first;
                    archName = i->second;
                    ResourceGroupManager::getSingleton().addResourceLocation(
                        archName, typeName, secName);
                }
            }
        }
        virtual void createWorld(void)
        {
            mWorld = new Escena(mSceneMgr);
        }
	    /// Optional override method where you can create resource listeners (e.g. for loading screens)
	    virtual void createResourceListener(void)
	    {

	    }

	    /// Optional override method where you can perform resource group loading
	    /// Must at least do ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
	    virtual void loadResources(void)
	    {
		    // Initialise, parse scripts etc
    		ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

	    }



    };

}

#endif




See more files for this project here

Project OGRE Lia Game (POGLI Game)

Video juego desarrollado en OGRE, multiplataforma (a nivel de codigo fuente). Proyecto desarrollado como tesis para la facultad de ingenieria, UNAM, Mexico

Project homepage: http://sourceforge.net/projects/tesis-h4l9k-jp
Programming language(s): C++
License: other

  Dope.h
  DopeAplicacion.h
  DopeCamara.h
  DopeEntidad.h
  DopeEntrada.h
  DopeEscena.h
  DopeJP.h
  DopeJoint.h
  DopeJointSubtypes.h
  DopePlano.h
  DopePrerequisites.h