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21 Commits

Author SHA1 Message Date
MarcEricMartel
18a5d98c57 Merge branch 'master' into sqc-20_audiobullet 2023-10-16 17:43:32 -04:00
MarcEricMartel
81240c6f70 Merge pull request #11 from CegepSTH/linux
Serveur Linux
2023-10-16 17:38:59 -04:00
MarcEricMartel
f1ddd67655 Merge pull request #16 from CegepSTH/SQC-09
Sqc 09
2023-10-16 17:38:40 -04:00
MarcEricMartel
a054a7bff1 On l'a eu! 2023-10-16 17:36:04 -04:00
MarcEricMartel
b712c950c6 Merge branch 'master' into SQC-09 2023-10-16 16:35:26 -04:00
MarcEricMartel
9cbf20ba21 whoooosh! 2023-10-16 12:02:37 -04:00
Rynort
3f774d7c2e Réparation de la vitesse de la souris 2023-10-16 03:06:00 -04:00
MarcEricMartel
f2095f6e5b Merge branch 'linux' of https://github.com/CegepSTH/SQCSim2023 into linux 2023-10-07 11:43:55 -04:00
MarcEricMartel
c85f7df15e Merge branch 'master' into linux 2023-10-03 11:34:02 -04:00
Rynort
6668127f15 SQC-06 et une partie du SQC-09 2023-10-02 17:09:03 -04:00
MarcEricMartel
54c25e6f78 Merge pull request #13 from CegepSTH/thehell_affichageMESS
SQC-8_Messagerie
2023-10-02 16:37:02 -04:00
Jonathan Trottier
bf164af23b changement de la grosseur du texte
les touches K et L pour faire afficher du texte
2023-10-02 16:27:41 -04:00
Claudel-D-Roy
0d948e3a28 Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-02 16:27:26 -04:00
Claudel-D-Roy
b97890fff3 BrasDuJoueur 2023-10-02 16:27:21 -04:00
MarcEricMartel
432b8545a7 Merge branch 'master' into affichage_des_messages 2023-10-02 16:14:22 -04:00
Jonathan Trottier
54e2f32aba comments 2023-10-02 15:58:08 -04:00
Jonathan Trottier
90fdc8ed1b deux méthodes pour afficher message systeme et notification de kill 2023-10-02 15:55:45 -04:00
Frederic Leger
47906776c8 Merge pull request #10 from CegepSTH/sqc_51-fin
Corrections fichiers pour avoir la version x86 du client fonctionnelle
2023-10-02 15:52:28 -04:00
Claudel-D-Roy
fa9f0a3a8a Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-01 13:59:07 -04:00
Claudel-D-Roy
43f3ce1428 Bouton pour menu 2023-10-01 13:58:59 -04:00
MarcEricMartel
8b3baa9063 Corrections fichiers pour avoir la version x86 fonctionnelle 2023-09-30 18:33:23 -04:00
709 changed files with 121042 additions and 148 deletions

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@@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
Bullet::~Bullet() {} Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime) { bool Bullet::Update(World* world, float elapsedtime, int perframe) {
for (int x = 0; x < 1000; ++x) { int max = 100 / perframe;
for (int x = 0; x < max; ++x) {
m_currentpos += m_velocity * elapsedtime; m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos)) if (!world->ChunkAt(m_currentpos))
@@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) {
m_startpos.z -= z * CHUNK_SIZE_Z; m_startpos.z -= z * CHUNK_SIZE_Z;
} }
Vector3f Bullet::getPos() { Vector3f Bullet::getPos() const {
return m_currentpos; return m_currentpos;
} }
Vector3f Bullet::getVel() const {
return m_velocity;
}
uint64_t Bullet::getTeamID(){ uint64_t Bullet::getTeamID(){
return m_tid; return m_tid;
} }

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@@ -12,9 +12,10 @@ public:
Bullet(Vector3f pos, Vector3f dir, uint64_t tid); Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime); bool Update(World* world, float elapsedtime, int perframe);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos(); Vector3f getPos() const;
Vector3f getVel() const;
uint64_t getTeamID(); uint64_t getTeamID();
private: private:

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@@ -22,7 +22,7 @@
#define FRAMES_DELETE_CHUNKS 1 #define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 8 #define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 3 #define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3 #define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre. #define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.

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@@ -5,7 +5,7 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
m_velocity = Vector3f(0, 0, 0); m_velocity = Vector3f(0, 0, 0);
m_airborne = true; m_airborne = true;
m_hp = 0.75f; //TODO: Remettre <20> 1.0f m_hp = 0.75f; //TODO: Remettre <20> 1.0f
m_username = "Zelda Bee-Bop"; m_username = "Zelda Bee-Bop56";
} }
void Player::TurnLeftRight(float value) { void Player::TurnLeftRight(float value) {

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@@ -105,8 +105,8 @@
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil178\include;external\sfml251\include;$(IncludePath)</IncludePath> <IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib;external\sfml251\lib;external\devil178\lib;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath> <LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@@ -115,8 +115,8 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251\include;external\glew210\include;$(IncludePath)</IncludePath> <IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath> <LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>

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@@ -2,17 +2,17 @@
Audio::Audio() { Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(10);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
} }
Audio::Audio(const char * music) { Audio::Audio(const char * music) {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1); m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
} }
@@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
irrklang::vec3df(vel.x, vel.y, vel.z)); irrklang::vec3df(vel.x, vel.y, vel.z));
} }
void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) { irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true); sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
sound->setVolume(volume); sound->setVolume(volume);
return sound;
} }
void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) { void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {

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@@ -14,17 +14,17 @@
class Audio { class Audio {
private: private:
irrklang::ISoundEngine* m_engine;
irrklang::ISound* m_music; irrklang::ISound* m_music;
public: public:
Audio(); Audio();
Audio(const char* music); Audio(const char* music);
~Audio(); ~Audio();
irrklang::ISoundEngine* m_engine;
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed); void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume); irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume); void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);

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@@ -1,6 +1,8 @@
#ifndef CLI_DEFINE_H__ #ifndef CLI_DEFINE_H__
#define CLI_DEFINE_H__ #define CLI_DEFINE_H__
//#define SFML_STATIC true
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <iomanip> #include <iomanip>
@@ -22,12 +24,16 @@
#define SRV_ADDR "127.0.0.1" #define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300 #define COUNTDOWN 300
#define BULLET_UPDATES_PER_FRAME 20
#define BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#endif // DEFINE_H__ #endif // DEFINE_H__

View File

@@ -1,5 +1,23 @@
#include "engine.h" #include "engine.h"
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
// Define a structure to represent notifications
struct Notification {
std::string message;
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() {} Engine::Engine() {}
Engine::~Engine() { Engine::~Engine() {
@@ -10,6 +28,200 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Get(x, y)->~Chunk();
} }
void Engine::DrawMenu()
{
static const int sTitle = 400;
static const int sButton = 225;
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MenuBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
if (m_gamestate != GameState::OPTIONS)
{
MenuTitleTexture.Bind();
glTranslated(200, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 200);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 200);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 300);
glTexCoord2f(0, 1);
glVertex2i(0, 300);
glEnd();
MenuStartTexture.Bind();
glTranslated(80, -225, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
/*MenuResumeTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
/*MenuOptionsTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
MenuQuitTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
}
else
{
/*MenuOptionsTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 0);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);
MusicTexture.Bind();
glTranslated(200, 200, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
BackBtnTexture.Bind();
glTranslated(-375, 175, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 140);
glTexCoord2f(1, 0);
glVertex2i(sButton, 140);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
}
//glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
@@ -35,6 +247,7 @@ void Engine::Init() {
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
// //
// Objet de skybox avec sa propre texture et son propre shader! // Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f); m_skybox.Init(0.2f);
@@ -43,22 +256,24 @@ void Engine::Init() {
//m_audio.ToggleMusicState(); //m_audio.ToggleMusicState();
// Array pour les balles. // Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x) for (int x = 0; x < MAX_BULLETS; ++x) {
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
m_whoosh[x] = nullptr; // = m_audio.m_engine.m_audio.m_engine->addSoundSourceFromFile(AUDIO_PATH "noise.ogg", irrklang::ESM_AUTO_DETECT, false);
}
uint64_t seed = SEED; uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques"; std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau. if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) { if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) { if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau. // setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed(); seed = m_conn.getSeed();
} }
else std::cout << "Erreur de connexion." << std::endl; else std::cout << "Erreur de connexion." << std::endl;
} }
else std::cout << "Erreur de cr<63>ation de socket." << std::endl; else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
} }
m_world.SetSeed(seed); m_world.SetSeed(seed);
@@ -66,6 +281,8 @@ void Engine::Init() {
// Init Chunks // Init Chunks
m_world.GetChunks().Reset(nullptr); m_world.GetChunks().Reset(nullptr);
// Gestion de souris. // Gestion de souris.
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
@@ -77,8 +294,13 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
@@ -113,6 +335,89 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {} void Engine::UnloadResource() {}
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
message = systemLog;
DisplayNotification(message);
}
void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
message = message.substr(0, 45);
}
// Create a new notification and add it to the queue
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
m_textureFont.Bind();
float scale = GetScale();
unsigned int xOffset = Width() - Width() * 0.26;
unsigned int yOffset = Height() - (Height() / 2.2);
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, scale, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() { void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind(); m_textureCrosshair.Bind();
static const int crossSize = 32; static const int crossSize = 32;
@@ -133,6 +438,7 @@ void Engine::DisplayCrosshair() {
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
@@ -146,7 +452,7 @@ void Engine::DisplayHud(int timer) {
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP) // Arri<72>re-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
@@ -155,7 +461,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur //TODO: Associer avec m<>chanique de vie du joueur
// Barre HP // Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
@@ -166,7 +472,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
// Barre <20>quip // Barre <20>quip
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
@@ -187,7 +493,7 @@ void Engine::DisplayHud(int timer) {
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd(); glEnd();
glDisable(GL_BLEND); //glDisable(GL_BLEND);
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
@@ -224,7 +530,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
ss.str(""); ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str()); PrintText(x, Height() / 48, scale, ss.str());
ss.str(""); ss.str("");
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
@@ -249,6 +555,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
@@ -261,6 +568,17 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime); int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
KillNotification(m_player, m_player);
m_keyL = false;
}
if (m_displayInfo) { if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc); DisplayInfo(elapsedTime, bloc);
} }
@@ -329,6 +647,13 @@ int Engine::GetCountdown(float elapsedTime) {
} }
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::PLAY)
{
HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
//static float gameTime = elapsedTime; //static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas. static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0; static float pollTime = 0;
@@ -343,7 +668,6 @@ void Engine::Render(float elapsedTime) {
Transformation all; Transformation all;
Transformation skybox; Transformation skybox;
Vector3f vstep; Vector3f vstep;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales // Transformations initiales
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
@@ -368,8 +692,8 @@ void Engine::Render(float elapsedTime) {
break; break;
default: break; default: break;
} }
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler) // son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0; pollTime = 0;
} }
@@ -381,7 +705,7 @@ void Engine::Render(float elapsedTime) {
if (m_mouseWU) bloc++; if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--; else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme. else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false; m_mouseWU = m_mouseWD = false;
if (m_mouseL) { if (m_mouseL) {
@@ -393,28 +717,31 @@ void Engine::Render(float elapsedTime) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break; break;
} }
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array. else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
m_bullets[0]->~Bullet(); m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
} }
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
} }
} }
else if (m_mouseR) else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu. for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) if (m_bullets[x]) {
if (m_bullets[x]->Update(&m_world, elapsedTime)) { for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b)
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) {
m_bullets[x]->~Bullet(); m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else m_audio.Render3DAudioObj(m_whoosh[x], m_bullets[x]->getPos(), m_bullets[x]->getVel(), 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
} }
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -423,6 +750,7 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc); DrawHud(elapsedTime, bloc);
static bool fell = false; static bool fell = false;
@@ -434,6 +762,14 @@ void Engine::Render(float elapsedTime) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false; fell = false;
} }
}
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
{
DrawMenu();
}
else if (m_gamestate == GameState::QUIT)
Stop();
} }
void Engine::KeyPressEvent(unsigned char key) { void Engine::KeyPressEvent(unsigned char key) {
@@ -459,14 +795,15 @@ void Engine::KeyPressEvent(unsigned char key) {
} }
break; break;
case 36: // ESC - Quitter case 36: // ESC - Quitter
Stop(); m_gamestate = GameState::MAIN_MENU;
//Stop();
break; break;
case 57: // Space - Sauter case 57: // Space - Sauter
if (!m_keySpace) { if (!m_keySpace) {
m_keySpace = true; m_keySpace = true;
} }
break; break;
case 94: // F10 - Plein <20>cran case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen()); //SetFullscreen(!IsFullscreen());
break; break;
@@ -474,6 +811,13 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 5: // F - Ignorer case 5: // F - Ignorer
break; break;
case 10: // K - Debugging DisplayNotification()
m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = true;
break;
case 6: // G - Ignorer case 6: // G - Ignorer
break; break;
case 12: // M - Ignorer case 12: // M - Ignorer
@@ -482,6 +826,8 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 8: // I - Ignorer case 8: // I - Ignorer
break; break;
case 15: // P - Ignorer
break;
case 17: // R - Ignorer case 17: // R - Ignorer
break; break;
case 19: // T - Ignorer case 19: // T - Ignorer
@@ -522,9 +868,26 @@ void Engine::KeyReleaseEvent(unsigned char key) {
m_displayInfo = !m_displayInfo; m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl; std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break; break;
case 10: // K
m_keyK = false;
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = false;
break;
case 12: // M - Toggle music case 12: // M - Toggle music
m_audio.ToggleMusicState(); m_audio.ToggleMusicState();
break; break;
case 15:
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f));
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
}
break;
case 17: // R - Toggle skybox case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox; m_isSkybox = !m_isSkybox;
break; break;
@@ -555,18 +918,22 @@ void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2)); m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e // Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber // Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un // dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc // MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2)) if (x == (Width() / 2) && y == (Height() / 2))
return; return;
CenterMouse();
} }
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
m_mousemx = x;
m_mousemy = y;
if (m_gamestate == GameState::PLAY)
{
switch (button) { switch (button) {
case MOUSE_BUTTON_LEFT: case MOUSE_BUTTON_LEFT:
m_mouseL = true; m_mouseL = true;
@@ -585,6 +952,14 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
break; break;
case MOUSE_BUTTON_NONE: break; case MOUSE_BUTTON_NONE: break;
} }
}
else if (m_gamestate == GameState::MAIN_MENU)
{
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
m_gamestate = GameState::PLAY;
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT;
}
} }
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {

View File

@@ -24,6 +24,7 @@ class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -43,6 +44,10 @@ private:
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
@@ -66,13 +71,23 @@ private:
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow; irrklang::ISound* m_powpow,
irrklang::ISound* m_scream; * m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
//Menu
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
@@ -89,6 +104,8 @@ private:
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false; bool m_keyW = false;
bool m_keyA = false; bool m_keyA = false;
bool m_keyS = false; bool m_keyS = false;
@@ -99,6 +116,11 @@ private:
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
std::string m_messageNotification = "";
}; };
#endif // ENGINE_H__ #endif // ENGINE_H__

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<div class="textblock"><code>#include &lt;SFML/Config.hpp&gt;</code><br />
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Macros</h2></td></tr>
<tr class="memitem:ab0233c2d867cbd561036ed2440a4fec0"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="GpuPreference_8hpp.html#ab0233c2d867cbd561036ed2440a4fec0">SFML_DEFINE_DISCRETE_GPU_PREFERENCE</a></td></tr>
<tr class="memdesc:ab0233c2d867cbd561036ed2440a4fec0"><td class="mdescLeft">&#160;</td><td class="mdescRight">A macro to encourage usage of the discrete GPU. <a href="#ab0233c2d867cbd561036ed2440a4fec0">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Headers. </p>
<p>File containing SFML_DEFINE_DISCRETE_GPU_PREFERENCE </p>
<p class="definition">Definition in file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
</div><h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ab0233c2d867cbd561036ed2440a4fec0">&#9670;&nbsp;</a></span>SFML_DEFINE_DISCRETE_GPU_PREFERENCE</h2>
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<td class="memname">#define SFML_DEFINE_DISCRETE_GPU_PREFERENCE</td>
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<p>A macro to encourage usage of the discrete GPU. </p>
<p>In order to inform the Nvidia/AMD driver that an SFML application could benefit from using the more powerful discrete GPU, special symbols have to be publicly exported from the final executable.</p>
<p>SFML defines a helper macro to easily do this.</p>
<p>Place SFML_DEFINE_DISCRETE_GPU_PREFERENCE in the global scope of a source file that will be linked into the final executable. Typically it is best to place it where the main function is also defined. </p>
<p class="definition">Definition at line <a class="el" href="GpuPreference_8hpp_source.html#l00069">69</a> of file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
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