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# include "engine.h"
# include <algorithm>
# include <cmath>
# include <iostream>
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# include "transformation.h"
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# include "player.h"
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Engine : : Engine ( ) { }
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Engine : : ~ Engine ( ) { }
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void Engine : : Init ( )
{
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glClearColor ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
glEnable ( GL_TEXTURE_2D ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
gluPerspective ( 45.0f , ( float ) Width ( ) / ( float ) Height ( ) , 0.0001f , 1000.0f ) ;
glEnable ( GL_DEPTH_TEST ) ;
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ;
glShadeModel ( GL_SMOOTH ) ;
glEnable ( GL_LIGHTING ) ;
glEnable ( GL_LINE_SMOOTH ) ;
// Light
GLfloat light0Pos [ 4 ] = { 0.0f , CHUNK_SIZE_Y , 0.0f , 1.0f } ;
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GLfloat light0Amb [ 4 ] = { 0.9f , 0.9f , 0.9f , 1.f } ;
GLfloat light0Diff [ 4 ] = { 1.f , 1.f , 1.f , 1.f } ;
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GLfloat light0Spec [ 4 ] = { 0.2f , 0.2f , 0.2f , 1.0f } ;
glEnable ( GL_LIGHT0 ) ;
glLightfv ( GL_LIGHT0 , GL_POSITION , light0Pos ) ;
glLightfv ( GL_LIGHT0 , GL_AMBIENT , light0Amb ) ;
glLightfv ( GL_LIGHT0 , GL_DIFFUSE , light0Diff ) ;
glLightfv ( GL_LIGHT0 , GL_SPECULAR , light0Spec ) ;
CenterMouse ( ) ;
HideCursor ( ) ;
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}
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void Engine : : DeInit ( ) { }
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void Engine : : LoadResource ( ) {
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LoadTexture ( m_textureFloor , TEXTURE_PATH " floortile.png " ) ;
LoadTexture ( m_textureSkybox , TEXTURE_PATH " curtains.png " ) ;
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LoadTexture ( m_textureCube , TEXTURE_PATH " laura.png " ) ;
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}
void Engine : : UnloadResource ( )
{
}
void Engine : : Render ( float elapsedTime )
{
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static float gameTime = elapsedTime ;
gameTime + = elapsedTime ;
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Transformation all ;
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Transformation skybox ;
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
// Transformations initiales
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
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m_player . Move ( m_keyW , m_keyS , m_keyA , m_keyD , m_keySpace , elapsedTime ) ;
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m_player . ApplyTransformation ( all ) ;
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m_player . ApplyTransformation ( skybox , false ) ; // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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// Skybox - Pas de normals pour avoir un <20> clairage flat?
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skybox . Use ( ) ;
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m_textureSkybox . Bind ( ) ;
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glDisable ( GL_DEPTH_TEST ) ; // Pour que tout ce qui est dessin<69> apr<70> s soit dessin<69> par-dessus la skybox.
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glBegin ( GL_QUADS ) ;
glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( 5.f , 5.f , 5.f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( - 5.f , 5.f , 5.f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( - 5.f , - 5.f , 5.f ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( 5.f , - 5.f , 5.f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( 5.f , - 5.f , - 5.f ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 5.f , - 5.f , - 5.f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 5.f , 5.f , - 5.f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 5.f , 5.f , - 5.f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 5.f , 5.f , 5.f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( - 5.f , 5.f , - 5.f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( - 5.f , - 5.f , - 5.f ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 5.f , - 5.f , 5.f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( 5.f , 5.f , - 5.f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 5.f , 5.f , 5.f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( 5.f , - 5.f , 5.f ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( 5.f , - 5.f , - 5.f ) ;
//glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox.
//glVertex3f(-5.f, 5.f, -5.f);
//glTexCoord2f(0, 1);
//glVertex3f(-5.f, 5.f, 5.f);
//glTexCoord2f(1, 1);
//glVertex3f(5.f, 5.f, 5.f);
//glTexCoord2f(1, 0);
//glVertex3f(5.f, 5.f, -5.f);
//glTexCoord2f(0, 0); // Pas besoin de cette face pour cette version de la skybox.
//glVertex3f(-5.f, -5.f, -5.f);
//glTexCoord2f(0, 1);
//glVertex3f(-5.f, -5.f, 5.f);
//glTexCoord2f(1, 1);
//glVertex3f(5.f, -5.f, 5.f);
//glTexCoord2f(1, 0);
//glVertex3f(5.f, -5.f, -5.f);
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glEnd ( ) ;
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glEnable ( GL_DEPTH_TEST ) ;
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all . Use ( ) ;
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// Plancher
// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
m_textureFloor . Bind ( ) ;
float nbRep = 50.f ;
glBegin ( GL_QUADS ) ;
glNormal3f ( 0 , 1 , 0 ) ; // Normal vector
glTexCoord2f ( 0 , 0 ) ;
glVertex3f ( - 100.f , - 2.f , 100.f ) ;
glTexCoord2f ( nbRep , 0 ) ;
glVertex3f ( 100.f , - 2.f , 100.f ) ;
glTexCoord2f ( nbRep , nbRep ) ;
glVertex3f ( 100.f , - 2.f , - 100.f ) ;
glTexCoord2f ( 0 , nbRep ) ;
glVertex3f ( - 100.f , - 2.f , - 100.f ) ;
glEnd ( ) ;
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// Cube
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all . ApplyTranslation ( 0.f , 0.f , - 10.f ) ;
all . ApplyRotation ( gameTime * 100.f , 0.f , 1.f , 0.f ) ;
all . ApplyRotation ( gameTime * 100.f , 0.f , 0.f , 1.f ) ;
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all . ApplyRotation ( gameTime * 100.f , 1.f , 0.f , 0.f ) ;
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all . Use ( ) ;
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m_textureCube . Bind ( ) ;
glBegin ( GL_QUADS ) ;
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glNormal3f ( 0 , 0 , 1 ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( 0.5f , 0.5f , 0.5f ) ;
glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( - 0.5f , 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 0 ) ;
glVertex3f ( - 0.5f , - 0.5f , 0.5f ) ;
glTexCoord2f ( 0 , 0 ) ;
glVertex3f ( 0.5f , - 0.5f , 0.5f ) ;
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glNormal3f ( 0 , 0 , - 1 ) ;
glTexCoord2f ( 1 , 0 ) ;
glVertex3f ( 0.5f , - 0.5f , - 0.5f ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 0.5f , - 0.5f , - 0.5f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 0.5f , 0.5f , - 0.5f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 0.5f , 0.5f , - 0.5f ) ;
glNormal3f ( - 1 , 0 , 0 ) ;
glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 0.5f , 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 1 ) ;
glVertex3f ( - 0.5f , 0.5f , - 0.5f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( - 0.5f , - 0.5f , - 0.5f ) ;
glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 0.5f , - 0.5f , 0.5f ) ;
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glNormal3f ( 1 , 0 , 0 ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( 0.5f , 0.5f , - 0.5f ) ;
glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 0.5f , 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( 0.5f , - 0.5f , 0.5f ) ;
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glTexCoord2f ( 0 , 0 ) ;
glVertex3f ( 0.5f , - 0.5f , - 0.5f ) ;
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glNormal3f ( 0 , 1 , 0 ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 0.5f , 0.5f , - 0.5f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 0.5f , 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 0.5f , 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( 0.5f , 0.5f , - 0.5f ) ;
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glNormal3f ( 0 , - 1 , 0 ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex3f ( - 0.5f , - 0.5f , - 0.5f ) ;
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glTexCoord2f ( 0 , 1 ) ;
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glVertex3f ( - 0.5f , - 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 1 ) ;
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glVertex3f ( 0.5f , - 0.5f , 0.5f ) ;
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glTexCoord2f ( 1 , 0 ) ;
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glVertex3f ( 0.5f , - 0.5f , - 0.5f ) ;
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glEnd ( ) ;
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}
void Engine : : KeyPressEvent ( unsigned char key )
{
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switch ( key )
{
case 36 : // ESC
Stop ( ) ;
break ;
case 94 : // F10
SetFullscreen ( ! IsFullscreen ( ) ) ;
break ;
case 22 : // W
if ( ! m_keyW ) {
std : : cout < < " W " < < std : : endl ;
m_keyW = true ;
}
break ;
case 0 : // A
if ( ! m_keyA ) {
std : : cout < < " A " < < std : : endl ;
m_keyA = true ;
}
break ;
case 18 : // S
if ( ! m_keyS ) {
std : : cout < < " S " < < std : : endl ;
m_keyS = true ;
}
break ;
case 3 : // D
if ( ! m_keyD ) {
std : : cout < < " D " < < std : : endl ;
m_keyD = true ;
}
break ;
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case 57 : // Space
if ( ! m_keySpace ) {
std : : cout < < " Jump! " < < std : : endl ;
m_keySpace = true ;
}
break ;
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case 24 : // Y - Ignorer
case 255 : // Fn - Ignorer
break ;
default :
std : : cout < < " Unhandled key: " < < ( int ) key < < std : : endl ;
}
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}
void Engine : : KeyReleaseEvent ( unsigned char key )
{
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switch ( key )
{
case 24 : // Y
m_wireframe = ! m_wireframe ;
if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
else
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
break ;
case 22 : // W
std : : cout < < " rW " < < std : : endl ;
m_keyW = false ;
break ;
case 0 : // A
std : : cout < < " rA " < < std : : endl ;
m_keyA = false ;
break ;
case 18 : // S
std : : cout < < " rS " < < std : : endl ;
m_keyS = false ;
break ;
case 3 : // D
std : : cout < < " rD " < < std : : endl ;
m_keyD = false ;
break ;
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case 57 :
std : : cout < < " rSpace " < < std : : endl ;
m_keySpace = false ;
break ;
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}
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}
void Engine : : MouseMoveEvent ( int x , int y )
{
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m_player . TurnLeftRight ( y - ( Height ( ) / 2 ) ) ;
m_player . TurnTopBottom ( x - ( Width ( ) / 2 ) ) ;
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// 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
// dans une boucle infinie o<> l'appel <20> CenterMouse g<> n<EFBFBD> re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if ( x = = ( Width ( ) / 2 ) & & y = = ( Height ( ) / 2 ) )
return ;
CenterMouse ( ) ;
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}
void Engine : : MousePressEvent ( const MOUSE_BUTTON & button , int x , int y )
{
}
void Engine : : MouseReleaseEvent ( const MOUSE_BUTTON & button , int x , int y )
{
}
bool Engine : : LoadTexture ( Texture & texture , const std : : string & filename , bool stopOnError )
{
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texture . Load ( filename ) ;
if ( ! texture . IsValid ( ) )
{
std : : cerr < < " Unable to load texture ( " < < filename < < " ) " < < std : : endl ;
if ( stopOnError )
Stop ( ) ;
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return false ;
}
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return true ;
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}