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# include "engine.h"
# include <algorithm>
# include <cmath>
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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 ( ) {
m_world . CleanUpWorld ( m_renderCount , true ) ;
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for ( int x = 0 ; x < WORLD_SIZE_X ; + + x )
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for ( int y = 0 ; y < WORLD_SIZE_Y ; + + y )
if ( m_world . GetChunks ( ) . Get ( x , y ) )
m_world . GetChunks ( ) . Get ( x , y ) - > ~ Chunk ( ) ;
}
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void Engine : : Init ( ) {
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GLenum glewErr = glewInit ( ) ;
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if ( glewErr ! = GLEW_OK ) {
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std : : cerr < < " ERREUR GLEW : " < < glewGetErrorString ( glewErr ) < < std : : endl ;
abort ( ) ;
}
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glDisable ( GL_FRAMEBUFFER_SRGB ) ;
glClearColor ( 0.f , 0.f , 0.f , 1.f ) ;
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glEnable ( GL_TEXTURE_2D ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
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gluPerspective ( 45.0f , ( float ) Width ( ) / ( float ) Height ( ) , 0.1f , VIEW_DISTANCE ) ;
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glEnable ( GL_DEPTH_TEST ) ;
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glEnable ( GL_STENCIL_TEST ) ;
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glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ;
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glShadeModel ( GL_SMOOTH ) ;
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glEnable ( GL_POINT_SMOOTH ) ;
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glEnable ( GL_CULL_FACE ) ;
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glEnable ( GL_BLEND ) ;
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glBlendFunc ( GL_CONSTANT_COLOR , GL_ONE_MINUS_CONSTANT_COLOR ) ;
glBlendEquation ( GL_FUNC_SUBTRACT ) ;
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox . Init ( 0.2f ) ;
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// Objet de musique!
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m_audio . ToggleMusicState ( ) ;
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// Array pour les balles.
for ( int x = 0 ; x < MAX_BULLETS ; + + x )
m_bullets [ x ] = nullptr ;
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// Init Chunks
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m_world . GetChunks ( ) . Reset ( nullptr ) ;
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// Gestion de souris.
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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_skybox . GetTexture ( ) , TEXTURE_PATH " skybox.png " ) ;
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LoadTexture ( m_textureCrosshair , TEXTURE_PATH " cross.bmp " ) ;
LoadTexture ( m_textureFont , TEXTURE_PATH " font.bmp " ) ;
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TextureAtlas : : TextureIndex texDirtIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " metal3.png " ) ;
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TextureAtlas : : TextureIndex texIceIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " metal2.png " ) ;
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TextureAtlas : : TextureIndex texGrassIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " grass.png " ) ;
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TextureAtlas : : TextureIndex texMetalIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " dirt.png " ) ;
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if ( ! m_textureAtlas . Generate ( TEXTURE_SIZE , false ) ) {
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std : : cout < < " Unable to generate texture atlas ... " < < std : : endl ;
abort ( ) ;
}
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float u , v , s ;
m_textureAtlas . TextureIndexToCoord ( texDirtIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_DIRT ] = new BlockInfo ( BTYPE_DIRT , " Dirt " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texGrassIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_GRASS ] = new BlockInfo ( BTYPE_GRASS , " Grass " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texMetalIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_METAL ] = new BlockInfo ( BTYPE_METAL , " Metal " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texIceIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_ICE ] = new BlockInfo ( BTYPE_ICE , " Ice " , u , v , s , 1 ) ;
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std : : cout < < " Loading and compiling shaders ... " < < std : : endl ;
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if ( ! m_shader01 . Load ( SHADER_PATH " shader01.vert " , SHADER_PATH " shader01.frag " , true ) ) {
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std : : cout < < " Failed to load shader " < < std : : endl ;
exit ( 1 ) ;
}
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if ( ! m_skybox . GetShader ( ) . Load ( SHADER_PATH " skybox.vert " , SHADER_PATH " skybox.frag " , true ) ) {
std : : cout < < " Failed to load shader " < < std : : endl ;
exit ( 1 ) ;
}
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}
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void Engine : : UnloadResource ( ) { }
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void Engine : : DrawHud ( float elapsedTime , BlockType bloc ) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable ( GL_STENCIL_TEST ) ;
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glColor4f ( 1.f , 1.f , 1.f , 1.f ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
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glBlendEquation ( GL_FUNC_ADD ) ;
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glDisable ( GL_DEPTH_TEST ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( 0 , Width ( ) , 0 , Height ( ) , - 1 , 1 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
// Bind de la texture pour le font
m_textureFont . Bind ( ) ;
std : : ostringstream ss ;
ss < < " Fps : " < < GetFps ( elapsedTime ) ;
PrintText ( 10 , Height ( ) - 25 , ss . str ( ) ) ;
ss . str ( " " ) ;
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ss < < " Rendered Chunks : " < < m_renderCount ;
PrintText ( 10 , Height ( ) - 35 , ss . str ( ) ) ;
ss . str ( " " ) ;
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ss < < " To-Be-Deleted Chunks : " < < m_world . GettbDeleted ( ) ;
PrintText ( 10 , Height ( ) - 45 , ss . str ( ) ) ;
ss . str ( " " ) ;
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ss < < " Velocity : " < < m_player . GetVelocity ( ) ; // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText ( 10 , 10 , ss . str ( ) ) ;
ss . str ( " " ) ;
ss < < " Direction : " < < m_player . GetDirection ( ) ;
PrintText ( 10 , 20 , ss . str ( ) ) ;
ss . str ( " " ) ;
ss < < " Position : " < < m_player . GetPosition ( ) ;
PrintText ( 10 , 30 , ss . str ( ) ) ;
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ss . str ( " " ) ;
ss < < " Block : " ;
if ( bloc = = BTYPE_LAST )
ss < < " Weapon. " ;
else ss < < ( int ) bloc ;
PrintText ( 10 , 40 , ss . str ( ) ) ;
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m_textureCrosshair . Bind ( ) ;
static const int crossSize = 32 ;
glLoadIdentity ( ) ;
glTranslated ( Width ( ) / 2 - crossSize / 2 , Height ( ) / 2 - crossSize / 2 , 0 ) ;
glBegin ( GL_QUADS ) ;
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glTexCoord2f ( 0 , 0 ) ;
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glVertex2i ( 0 , 0 ) ;
glTexCoord2f ( 1 , 0 ) ;
glVertex2i ( crossSize , 0 ) ;
glTexCoord2f ( 1 , 1 ) ;
glVertex2i ( crossSize , crossSize ) ;
glTexCoord2f ( 0 , 1 ) ;
glVertex2i ( 0 , crossSize ) ;
glEnd ( ) ;
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glBlendFunc ( GL_CONSTANT_COLOR , GL_ONE_MINUS_CONSTANT_COLOR ) ;
glBlendEquation ( GL_FUNC_SUBTRACT ) ;
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glEnable ( GL_DEPTH_TEST ) ;
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glEnable ( GL_STENCIL_TEST ) ;
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glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
}
void Engine : : PrintText ( unsigned int x , unsigned int y , const std : : string & t ) {
glLoadIdentity ( ) ;
glTranslated ( x , y , 0 ) ;
for ( unsigned int i = 0 ; i < t . length ( ) ; + + i ) {
float left = ( float ) ( ( t [ i ] - 32 ) % 16 ) / 16.f ;
float top = ( float ) ( ( t [ i ] - 32 ) / 16 ) / 16.f ;
top + = .5f ;
glBegin ( GL_QUADS ) ;
glTexCoord2f ( left , 1.f - top - .0625f ) ;
glVertex2f ( 0 , 0 ) ;
glTexCoord2f ( left + .0625f , 1.f - top - .0625f ) ;
glVertex2f ( 12 , 0 ) ;
glTexCoord2f ( left + .0625f , 1.f - top ) ;
glVertex2f ( 12 , 12 ) ;
glTexCoord2f ( left , 1.f - top ) ;
glVertex2f ( 0 , 12 ) ;
glEnd ( ) ;
glTranslated ( 8 , 0 , 0 ) ;
}
}
int Engine : : GetFps ( float elapsedTime ) const { return 1 / elapsedTime ; }
void Engine : : Render ( float elapsedTime ) {
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//static float gameTime = elapsedTime;
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static float pollTime = 0 ;
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static float bulletTime = 0 ;
static BlockType bloc = 1 ;
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if ( elapsedTime > 0.1f ) return ;
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//gameTime += elapsedTime;
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pollTime + = 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 | GL_STENCIL_BUFFER_BIT ) ;
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// Transformations initiales
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
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if ( bulletTime > 0.f ) bulletTime - = elapsedTime ;
if ( bulletTime < 0.f ) bulletTime = 0.f ;
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if ( pollTime > = .005f ) {
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m_player . ApplyPhysics ( m_player . GetInput ( m_keyW , m_keyS , m_keyA , m_keyD , m_keySpace , ( bloc = = BTYPE_LAST & & bulletTime < = 0.f & & m_mouseL ) , elapsedTime ) , & m_world , elapsedTime , & m_audio ) ;
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m_audio . Update3DAudio ( m_player . GetPOV ( ) , m_player . GetDirection ( ) , m_player . GetVelocity ( ) ) ; // Ajustement du positionnement 3D avec les coordonn<6E> es du joueur et
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// son vecteur de v<> locit<69> (pour l'effet Doppler)
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pollTime = 0 ;
}
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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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if ( m_mouseWU ) bloc + + ;
else if ( m_mouseWD ) bloc - - ;
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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.
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m_mouseWU = m_mouseWD = false ;
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if ( m_mouseL ) {
if ( bloc ! = BTYPE_LAST )
m_world . ChangeBlockAtCursor ( bloc , m_player , m_block ) ;
else if ( bulletTime < = 0.f ) {
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 ) ;
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 ) ;
}
bulletTime = .1f ;
m_audio . Create3DAudioObj ( m_powpow , AUDIO_PATH " pow.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 ;
}
}
}
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else if ( m_mouseR )
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m_world . ChangeBlockAtCursor ( BTYPE_AIR , m_player , m_block ) ;
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for ( int x = 0 ; x < MAX_BULLETS ; + + x ) // Array de bullets en jeu.
if ( m_bullets [ x ] )
if ( m_bullets [ x ] - > Update ( & m_world , all , elapsedTime ) ) {
m_bullets [ x ] - > ~ Bullet ( ) ;
m_bullets [ x ] = nullptr ;
}
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m_world . Update ( m_renderCount , m_bullets , m_player , all , m_shader01 , m_textureAtlas , m_blockinfo ) ;
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if ( m_isSkybox ) m_skybox . Render ( skybox ) ;
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if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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DrawHud ( elapsedTime , bloc ) ;
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if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
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static bool fell = false ;
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if ( m_player . GetPosition ( ) . y < 1.7f & & ! fell ) {
m_audio . Create3DAudioObj ( m_scream , AUDIO_PATH " scream.wav " , m_player . GetPOV ( ) , m_player . GetVelocity ( ) , 1.f ) ;
fell = true ;
}
else if ( m_player . GetPosition ( ) . y < - 20.f ) {
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m_player = Player ( Vector3f ( 0 , CHUNK_SIZE_Y + 1.8f , 0 ) ) ; // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false ;
}
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}
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void Engine : : KeyPressEvent ( unsigned char key ) {
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switch ( key ) {
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case 36 : // ESC
Stop ( ) ;
break ;
case 94 : // F10
SetFullscreen ( ! IsFullscreen ( ) ) ;
break ;
case 22 : // W
if ( ! m_keyW ) {
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// std::cout << "W " << std::endl;
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m_keyW = true ;
}
break ;
case 0 : // A
if ( ! m_keyA ) {
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//std::cout << "A " << std::endl;
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m_keyA = true ;
}
break ;
case 18 : // S
if ( ! m_keyS ) {
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//std::cout << "S " << std::endl;
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m_keyS = true ;
}
break ;
case 3 : // D
if ( ! m_keyD ) {
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//std::cout << "D " << std::endl;
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m_keyD = true ;
}
break ;
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case 38 : // Left Shift
if ( ! m_keylshift ) {
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//std::cout << "Dash!" << std::endl;
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m_keylshift = true ;
}
break ;
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case 57 : // Space
if ( ! m_keySpace ) {
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//std::cout << "Jump! " << std::endl;
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m_keySpace = true ;
}
break ;
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case 5 : // F - Ignorer
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case 24 : // Y - Ignorer
case 255 : // Fn - Ignorer
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case 12 : // M - Ignorer
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case 17 : // R - Ignorer
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break ;
default :
std : : cout < < " Unhandled key: " < < ( int ) key < < std : : endl ;
}
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}
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void Engine : : KeyReleaseEvent ( unsigned char key ) {
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switch ( key ) {
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case 5 :
m_flash = ! m_flash ;
break ;
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case 12 :
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m_audio . ToggleMusicState ( ) ;
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break ;
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case 17 :
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m_isSkybox = ! m_isSkybox ;
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break ;
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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
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//std::cout << "rW " << std::endl;
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m_keyW = false ;
break ;
case 0 : // A
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//std::cout << "rA " << std::endl;
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m_keyA = false ;
break ;
case 18 : // S
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//std::cout << "rS " << std::endl;
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m_keyS = false ;
break ;
case 3 : // D
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//std::cout << "rD " << std::endl;
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m_keyD = false ;
break ;
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case 38 : // Left Shift
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//std::cout << "rLS " << std::endl;
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m_keylshift = false ;
case 57 : // Espace
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//std::cout << "rSpace " << std::endl;
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m_keySpace = false ;
break ;
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}
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}
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void Engine : : MouseMoveEvent ( int x , int y ) {
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m_player . TurnLeftRight ( x - ( Width ( ) / 2 ) ) ;
m_player . TurnTopBottom ( y - ( Height ( ) / 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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}
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void Engine : : MousePressEvent ( const MOUSE_BUTTON & button , int x , int y ) {
switch ( button ) {
case MOUSE_BUTTON_LEFT :
m_mouseL = true ;
break ;
case MOUSE_BUTTON_RIGHT :
m_mouseR = true ;
break ;
case MOUSE_BUTTON_MIDDLE :
m_mouseC = true ;
break ;
case MOUSE_BUTTON_WHEEL_UP :
m_mouseWU = true ;
break ;
case MOUSE_BUTTON_WHEEL_DOWN :
m_mouseWD = true ;
break ;
case MOUSE_BUTTON_NONE : break ;
}
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}
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void Engine : : MouseReleaseEvent ( const MOUSE_BUTTON & button , int x , int y ) {
switch ( button ) {
case MOUSE_BUTTON_LEFT :
m_mouseL = false ;
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m_block = false ;
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break ;
case MOUSE_BUTTON_RIGHT :
m_mouseR = false ;
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m_block = false ;
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break ;
case MOUSE_BUTTON_MIDDLE :
m_mouseC = false ;
break ;
case MOUSE_BUTTON_WHEEL_UP :
m_mouseWU = false ;
break ;
case MOUSE_BUTTON_WHEEL_DOWN :
m_mouseWD = false ;
break ;
case MOUSE_BUTTON_NONE : break ;
}
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}
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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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}