613 lines
17 KiB
C++
613 lines
17 KiB
C++
#include "engine.h"
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Engine::Engine() {}
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Engine::~Engine() {
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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)
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if (m_world.GetChunks().Get(x, y))
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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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;
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abort();
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}
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//glDisable(GL_FRAMEBUFFER_SRGB);
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_STENCIL_TEST);
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//glEnable(GL_POINT_SMOOTH);
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//glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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//glDisable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendEquation(GL_FUNC_SUBTRACT);
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//
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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.
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for (int x = 0; x < MAX_BULLETS; ++x)
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m_bullets[x] = nullptr;
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uint64_t seed = 12345;
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std::string playname = "John Test";
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const char srvaddr[] = "127.0.0.1";
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if (NETWORK_TEST) { // Test connexion réseau.
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sockaddr_in addr;
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addr.sin_family = AF_INET;
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addr.sin_port = htons(SRV_PORT);
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addr.sin_addr.s_addr = inet_addr(srvaddr);
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if (!m_conn->Init(addr)) {
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if (m_conn->Connect(playname)) {
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// setup jeu en réseau.
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seed = m_conn->getSeed();
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std::cout << "ID reçu du serveur: " << std::to_string(m_conn->getId()) << "!" << std::endl;
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}
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else std::cout << "Erreur de connexion." << std::endl;
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}
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else std::cout << "Erreur de création de socket." << std::endl;
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}
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m_world.SetSeed(seed);
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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();
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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", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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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;
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abort();
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}
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float u, v, s;
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m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
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m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
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m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
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m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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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;
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exit(1);
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}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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}
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void Engine::UnloadResource() {}
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void Engine::DisplayCrosshair() {
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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}
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void Engine::DisplayCurrentItem() {
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}
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void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glDisable(GL_BLEND);
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// Barre HP
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float fBarWidth = Width() / 4;
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float fBarHeight = Height() / 25;
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float fPosX = Width() / 20;
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float fPosY = Height() - (Height() - (fBarHeight * 4));
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float playerHp = m_player.GetHP();
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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// Arrière-plan (Barre HP)
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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//TODO: Associer avec méchanique de vie du joueur
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// Barre HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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// Barre équip
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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m_textureGun.Bind();
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float margin = Width() * 0.05;
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float itemWidth = Width() * 0.33;
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float itemHeight = itemWidth / 2.208;
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float startX = Width() - itemWidth - margin;
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float startY = margin;
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glTranslated(startX, startY, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
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glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glEnd();
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glDisable(GL_BLEND);
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// Username
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor3f(1.0f, 1.0f, 1.0f);
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float scale = GetScale();
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << m_player.GetUsername();
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PrintText(fPosX, fPosY, scale, ss.str());
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//Countdown
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ss.str("");
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
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}
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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float scale = GetScale();
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unsigned int x = Width() / 25;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
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ss.str("");
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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PrintText(x, Height() / 48, scale, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(x, Height() / 24, scale, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(x, Height() / 16, scale, ss.str());
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ss.str("");
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(x, Height() / 12, scale, ss.str());
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}
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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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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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int timer = GetCountdown(elapsedTime);
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if (m_displayInfo) {
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DisplayInfo(elapsedTime, bloc);
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}
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if (m_displayHud) {
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DisplayHud(timer);
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}
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if (m_displayCrosshair) {
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DisplayCrosshair();
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}
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// Reset du blend function
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::PrintText(float x, float y, float scale, const std::string& t) {
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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float left = (float)((t[i] - 32) % 16) / 16.f;
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
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glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
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glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
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glEnd();
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glTranslated(8 * scale, 0, 0);
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}
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}
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float Engine::GetScale() const {
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float widthRatio = Width() / BASE_WIDTH;
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float heightRatio = Height() / BASE_HEIGHT;
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return (widthRatio + heightRatio) / 2.0f;
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}
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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int Engine::GetCountdown(float elapsedTime) {
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if (m_resetcountdown)
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{
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m_countdown = m_time + COUNTDOWN;
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m_resetcountdown = false;
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}
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if (m_countdown < m_time)
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Stop();
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if(!m_stopcountdown)
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m_time += elapsedTime;
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return m_countdown - (int)m_time;
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}
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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;
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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
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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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 coordonnées du joueur et
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// son vecteur de vélocité (pour l'effet Doppler)
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pollTime = 0;
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}
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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
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme.
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m_mouseWU = m_mouseWD = false;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player);
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break;
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}
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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.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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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.
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if (m_bullets[x])
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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
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}
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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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DrawHud(elapsedTime, bloc);
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static bool fell = false;
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if (m_player.GetPosition().y < 1.7f && !fell) {
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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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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 0: // A - Gauche
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if (!m_keyA) {
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m_keyA = true;
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}
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break;
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case 3: // D - Droite
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if (!m_keyD) {
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m_keyD = true;
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}
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break;
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case 18: // S - Reculer
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if (!m_keyS) {
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m_keyS = true;
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}
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break;
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case 22: // W - Avancer
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if (!m_keyW) {
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m_keyW = true;
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}
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break;
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case 36: // ESC - Quitter
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Stop();
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break;
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case 57: // Space - Sauter
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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 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 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;
|
||
}
|