#include "engine.h" #include #include #include #include // Define a structure to represent notifications struct Notification { std::string message; float displayStartTime = 0.0f; }; // Use a queue to manage notifications //std::queue notificationQueue; // Use a vector to manage notifications std::vector notifications; Engine::Engine() {} Engine::~Engine() { m_world.CleanUpWorld(m_renderCount, true); for (int x = 0; x < WORLD_SIZE_X; ++x) for (int y = 0; y < WORLD_SIZE_Y; ++y) if (m_world.GetChunks().Get(x, y)) m_world.GetChunks().Get(x, y)->~Chunk(); } void Engine::Init() { GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } glDisable(GL_FRAMEBUFFER_SRGB); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glEnable(GL_POINT_SMOOTH); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT); // // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); // Objet de musique! //m_audio.ToggleMusicState(); // Array pour les balles. for (int x = 0; x < MAX_BULLETS; ++x) m_bullets[x] = nullptr; uint64_t seed = SEED; std::string playname = "La Chienne à Jacques"; if (NETWORK_TEST) { // Test connexion réseau. if (!m_conn.Init()) { if (!m_conn.Connect(SRV_ADDR, playname)) { // setup jeu en réseau. std::cout << "ID reçu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "Seed reçu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; seed = m_conn.getSeed(); } else std::cout << "Erreur de connexion." << std::endl; } else std::cout << "Erreur de création de socket." << std::endl; } m_world.SetSeed(seed); // Init Chunks m_world.GetChunks().Reset(nullptr); // Gestion de souris. CenterMouse(); HideCursor(); } void Engine::DeInit() {} void Engine::LoadResource() { LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); } 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); std::cout << " Loading and compiling shaders ..." << std::endl; if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } } 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() / 2.0f; 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(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() { m_textureCrosshair.Bind(); static const int crossSize = 32; glLoadIdentity(); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(crossSize, 0); glTexCoord2f(1, 1); glVertex2i(crossSize, crossSize); glTexCoord2f(0, 1); glVertex2i(0, crossSize); glEnd(); } void Engine::DisplayCurrentItem() { } void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); glDisable(GL_BLEND); // Barre HP float fBarWidth = Width() / 4; float fBarHeight = Height() / 25; float fPosX = Width() / 20; float fPosY = Height() - (Height() - (fBarHeight * 4)); float playerHp = m_player.GetHP(); float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; // Arrière-plan (Barre HP) glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); //TODO: Associer avec méchanique de vie du joueur // Barre HP glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); // Barre équip glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); m_textureGun.Bind(); float margin = Width() * 0.05; float itemWidth = Width() * 0.33; float itemHeight = itemWidth / 2.208; float startX = Width() - itemWidth - margin; float startY = margin; glTranslated(startX, startY, 0); glBegin(GL_QUADS); glTexCoord2f(1, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2i(itemWidth, 0); glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight); glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glEnd(); glDisable(GL_BLEND); // Username glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor3f(1.0f, 1.0f, 1.0f); float scale = GetScale(); m_textureFont.Bind(); std::ostringstream ss; ss << m_player.GetUsername(); PrintText(fPosX, fPosY, scale, ss.str()); //Countdown ss.str(""); ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str()); } void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { // Bind de la texture pour le font m_textureFont.Bind(); std::ostringstream ss; float scale = GetScale(); unsigned int x = Width() / 25; ss << " Fps : " << GetFps(elapsedTime); PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); ss.str(""); ss << " Rendered Chunks : " << m_renderCount; PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); ss.str(""); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); ss.str(""); ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position PrintText(x, Height() / 48, scale, ss.str()); ss.str(""); ss << " Direction : " << m_player.GetDirection(); PrintText(x, Height() / 24, scale, ss.str()); ss.str(""); ss << " Position : " << m_player.GetPosition(); PrintText(x, Height() / 16, scale, ss.str()); ss.str(""); ss << " Block : "; if (bloc == BTYPE_LAST) ss << "Weapon."; else ss << (int)bloc; PrintText(x, Height() / 12, scale, ss.str()); } void Engine::DrawHud(float elapsedTime, BlockType bloc) { // Setter le blend function, tout ce qui sera noir sera transparent 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(); 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) { DisplayInfo(elapsedTime, bloc); } if (m_displayHud) { DisplayHud(timer); } if (m_displayCrosshair) { DisplayCrosshair(); } // Reset du blend function 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(); } void Engine::PrintText(float x, float y, float scale, 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 * scale, 0); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale); glEnd(); glTranslated(8 * scale, 0, 0); } } float Engine::GetScale() const { float widthRatio = Width() / BASE_WIDTH; float heightRatio = Height() / BASE_HEIGHT; return (widthRatio + heightRatio) / 2.0f; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetCountdown(float elapsedTime) { if (m_resetcountdown) { m_countdown = m_time + COUNTDOWN; m_resetcountdown = false; } if (m_countdown < m_time) Stop(); if(!m_stopcountdown) m_time += elapsedTime; return m_countdown - (int)m_time; } void Engine::Render(float elapsedTime) { //static float gameTime = elapsedTime; static irrklang::ISound* step; // Pour les sons de pas. static float pollTime = 0; static float bulletTime = 0; static BlockType bloc = 1; if (elapsedTime > 0.1f) return; //gameTime += elapsedTime; pollTime += elapsedTime; Transformation all; Transformation skybox; Vector3f vstep; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (bulletTime > 0.f) bulletTime -= elapsedTime; if (bulletTime < 0.f) bulletTime = 0.f; static bool leftright = false; if (pollTime >= .005f) { Player::Sound snd = 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); switch (snd) { case Player::Sound::STEP: if (leftright) vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x); m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f); leftright = !leftright; break; case Player::Sound::FALL: m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); break; default: break; } m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et // son vecteur de vélocité (pour l'effet Doppler) pollTime = 0; } m_player.ApplyTransformation(all); 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!). if (m_mouseWU) bloc++; else if (m_mouseWD) bloc--; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme. m_mouseWU = m_mouseWD = false; if (m_mouseL) { if (bloc != BTYPE_LAST) m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), 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.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); break; } else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array. m_bullets[0]->~Bullet(); 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) 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. if (m_bullets[x]) if (m_bullets[x]->Update(&m_world, elapsedTime)) { m_bullets[x]->~Bullet(); m_bullets[x] = nullptr; } m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo); if (m_isSkybox) m_skybox.Render(skybox); ProcessNotificationQueue(); DrawHud(elapsedTime, bloc); static bool fell = false; 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) { m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. fell = false; } } void Engine::KeyPressEvent(unsigned char key) { switch (key) { case 0: // A - Gauche if (!m_keyA) { m_keyA = true; } break; case 3: // D - Droite if (!m_keyD) { m_keyD = true; } break; case 18: // S - Reculer if (!m_keyS) { m_keyS = true; } break; case 22: // W - Avancer if (!m_keyW) { m_keyW = true; } break; case 36: // ESC - Quitter Stop(); break; case 57: // Space - Sauter if (!m_keySpace) { m_keySpace = true; } break; case 94: // F10 - Plein écran IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); //SetFullscreen(!IsFullscreen()); break; case 2: // C - Ignorer break; case 5: // F - Ignorer break; case 10: // K - Debugging DisplayNotification() m_keyK = true; m_messageNotification = "notifications systeme peuvent être affiché"; break; case 11: // L - Debugging DisplayNotification() m_keyL = true; break; case 6: // G - Ignorer break; case 12: // M - Ignorer break; case 7: // H - Ignorer break; case 8: // I - Ignorer break; case 17: // R - Ignorer break; case 19: // T - Ignorer break; case 24: // Y - Ignorer break; case 255: // Fn - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { case 0: // A - Stop gauche m_keyA = false; break; case 2: // C - Toggle crosshair m_displayCrosshair = !m_displayCrosshair; std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl; break; case 3: // D - Stop droite m_keyD = false; break; case 5: // F - Toggle flash m_flash = !m_flash; break; case 6: // G - Toggle Stop Countdown m_stopcountdown = !m_stopcountdown; std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl; break; case 7: // H - Toggle HUD m_displayHud = !m_displayHud; std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl; break; case 8: // I - Toggle render data m_displayInfo = !m_displayInfo; std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl; break; case 10: // K m_keyK = false; break; case 11: // L - Debugging DisplayNotification() m_keyL = false; break; case 12: // M - Toggle music m_audio.ToggleMusicState(); break; case 17: // R - Toggle skybox m_isSkybox = !m_isSkybox; break; case 18: // S - Stop reculer m_keyS = false; break; case 19: // T -Reset countdown m_resetcountdown = true; std::cout << "RESET COUNTDOWN" << std::endl; break; case 22: // W - Stop avancer m_keyW = false; break; case 24: // Y - Wireframe m_wireframe = !m_wireframe; if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break; case 57: // Espace - Stop sauter m_keySpace = false; break; } } void Engine::MouseMoveEvent(int x, int y) { m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnTopBottom(y - (Height() / 2)); // Centrer la souris seulement si elle n'est pas déjà centrée // Il est nécessaire de faire la vérification pour éviter de tomber // dans une boucle infinie où l'appel à CenterMouse génère un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; CenterMouse(); } 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; } } void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = false; m_block = false; break; case MOUSE_BUTTON_RIGHT: m_mouseR = false; m_block = false; 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; } } bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) { texture.Load(filename, useMipmaps); if (!texture.IsValid()) { std::cerr << "Unable to load texture (" << filename << ")" << std::endl; if (stopOnError) Stop(); return false; } return true; }