forked from teamnwah/openmw-tes3coop
Added camera and scene, started adding input. MISSING FindOIS.cmake!
This commit is contained in:
parent
4d8040f96c
commit
855ca8ee74
8 changed files with 194 additions and 170 deletions
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@ -12,7 +12,9 @@ set(NIF nif/nif_file.cpp nifogre/ogre_nif_loader.cpp)
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set(TOOLS tools/stringops.cpp tools/fileops.cpp)
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set(MANGLE_VFS mangle/vfs/servers/ogre_vfs.cpp)
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set(OGRE ogre/renderer.cpp)
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set(INPUT input/oismanager.cpp)
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set(GAME game/main.cpp game/esm_store/store.cpp game/cell_store.cpp)
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set(GAMEREND game/render/mwscene.cpp)
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# Platform specific
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if (WIN32)
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@ -28,5 +30,5 @@ include_directories("." ${OGRE_INCLUDE_DIR} ${Boost_INCLUDE_DIR} ${PLATFORM_INCL
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link_directories(${Boost_LIBRARY_DIRS} ${OGRE_LIB_DIR})
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# Main executable
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add_executable(openmw ${BSA} ${TOOLS} ${OGRE} ${GAME})
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add_executable(openmw ${BSA} ${TOOLS} ${OGRE} ${INPUT} ${GAME} ${GAMEREND})
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target_link_libraries(openmw ${OGRE_LIBRARIES})
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@ -2,9 +2,11 @@
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#include "cell_store.hpp"
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#include "render/cell.hpp"
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#include "render/mwscene.hpp"
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#include "bsa/bsa_archive.hpp"
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#include "ogre/renderer.hpp"
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#include "tools/fileops.hpp"
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#include "input/oismanager.hpp"
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using namespace std;
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@ -40,6 +42,15 @@ void maintest()
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ogre.createWindow("OpenMW");
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Render::MWScene scene;
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scene.setup(&ogre);
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Input::OISManager input;
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input.setup(&ogre);
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// Add the frame listener
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//root->addFrameListener(&mFrameListener);
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cout << "\nThat's all for now!\n";
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}
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50
game/render/mwscene.cpp
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50
game/render/mwscene.cpp
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@ -0,0 +1,50 @@
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#include "mwscene.hpp"
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#include <assert.h>
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using namespace Render;
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using namespace Ogre;
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void MWScene::setup(OgreRenderer *_rend)
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{
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rend = _rend;
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assert(rend);
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Root *root = rend->getRoot();
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RenderWindow *window = rend->getWindow();
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// Get the SceneManager, in this case a generic one
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sceneMgr = root->createSceneManager(ST_GENERIC);
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// Create the camera
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camera = sceneMgr->createCamera("PlayerCam");
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camera->setNearClipDistance(5);
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// Create one viewport, entire window
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vp = window->addViewport(camera);
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// Give the backround a healthy shade of green
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vp->setBackgroundColour(ColourValue(0,0.1,0));
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// Alter the camera aspect ratio to match the viewport
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camera->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
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camera->setFOVy(Degree(55));
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = sceneMgr->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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// For testing
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sceneMgr->setAmbientLight(ColourValue(1,1,1));
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}
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27
game/render/mwscene.hpp
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27
game/render/mwscene.hpp
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@ -0,0 +1,27 @@
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#ifndef _GAME_RENDER_MWSCENE_H
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#define _GAME_RENDER_MWSCENE_H
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#include "ogre/renderer.hpp"
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namespace Render
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{
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/** Class responsible for Morrowind-specific interfaces to OGRE.
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*/
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class MWScene
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{
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OgreRenderer *rend;
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Ogre::SceneManager *sceneMgr;
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Ogre::Camera *camera;
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Ogre::Viewport *vp;
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// Root node for all objects added to the scene. This is rotated so
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// that the OGRE coordinate system matches that used internally in
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// Morrowind.
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Ogre::SceneNode *mwRoot;
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public:
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void setup(OgreRenderer *_rend);
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};
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}
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#endif
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83
input/oismanager.cpp
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83
input/oismanager.cpp
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@ -0,0 +1,83 @@
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#include "oismanager.hpp"
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#include <assert.h>
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#include <string>
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#include <sstream>
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using namespace Input;
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using namespace Ogre;
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using namespace OIS;
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#include <iostream>
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using namespace std;
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void OISManager::setup(Render::OgreRenderer *rend)
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{
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assert(rend);
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RenderWindow *window = rend->getWindow();
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assert(window);
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size_t windowHnd;
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window->getCustomAttribute("WINDOW", &windowHnd);
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std::ostringstream windowHndStr;
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ParamList pl;
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windowHndStr << windowHnd;
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pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
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// Non-exclusive mouse and keyboard input in debug mode
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if(true)
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{
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#if defined OIS_WIN32_PLATFORM
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_FOREGROUND" )));
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_NONEXCLUSIVE")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_FOREGROUND")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_NONEXCLUSIVE")));
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#elif defined OIS_LINUX_PLATFORM
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pl.insert(std::make_pair(std::string("x11_mouse_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_mouse_hide"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_keyboard_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
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std::string("true")));
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#endif
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}
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inputMgr = InputManager::createInputSystem( pl );
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// Create all devices
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keyboard = static_cast<Keyboard*>(inputMgr->createInputObject
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( OISKeyboard, true ));
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mouse = static_cast<Mouse*>(inputMgr->createInputObject
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( OISMouse, true ));
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// Set mouse region
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const MouseState &ms = mouse->getMouseState();
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ms.width = window->getWidth();
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ms.height = window->getHeight();
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/*
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// Register the input listener
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keyboard -> setEventCallback( &mInput );
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mouse -> setEventCallback( &mInput );
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*/
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}
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void OISManager::cleanup()
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{
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if(inputMgr == NULL) return;
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// Kill the input systems. This will reset input options such as key
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// repetition.
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inputMgr->destroyInputObject(keyboard);
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inputMgr->destroyInputObject(mouse);
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InputManager::destroyInputSystem(inputMgr);
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inputMgr = NULL;
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}
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20
input/oismanager.hpp
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20
input/oismanager.hpp
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#ifndef _INPUT_OISMANAGER_H
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#define _INPUT_OISMANAGER_H
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#include "ogre/renderer.hpp"
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#include <OIS/OIS.h>
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namespace Input
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{
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class OISManager
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{
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OIS::InputManager *inputMgr;
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OIS::Mouse *mouse;
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OIS::Keyboard *keyboard;
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public:
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void setup(Render::OgreRenderer *rend);
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void cleanup();
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};
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}
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#endif
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@ -48,146 +48,6 @@ extern "C"
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// E X P O R T E D F U N C T I O N S
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//-----------------------------------------------------------------------
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extern "C" void ogre_cleanup()
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{
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// Kill the input systems. This will reset input options such as key
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// repetition.
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mInputManager->destroyInputObject(mKeyboard);
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mInputManager->destroyInputObject(mMouse);
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OIS::InputManager::destroyInputSystem(mInputManager);
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// Code killing ogre has been ported already
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}
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// Initialize window. This will create and show the actual window.
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extern "C" void ogre_initWindow()
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{
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TRACE("ogre_initWindow");
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// Initialize OGRE.
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mWindow = mRoot->initialise(true, "OpenMW", "");
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// Set up the input system
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using namespace OIS;
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size_t windowHnd;
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mWindow->getCustomAttribute("WINDOW", &windowHnd);
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std::ostringstream windowHndStr;
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ParamList pl;
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windowHndStr << windowHnd;
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pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
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// Non-exclusive mouse and keyboard input in debug mode
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if(g_isDebug)
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{
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#if defined OIS_WIN32_PLATFORM
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_FOREGROUND" )));
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_NONEXCLUSIVE")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_FOREGROUND")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_NONEXCLUSIVE")));
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#elif defined OIS_LINUX_PLATFORM
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pl.insert(std::make_pair(std::string("x11_mouse_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_mouse_hide"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_keyboard_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
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std::string("true")));
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#endif
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}
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mInputManager = InputManager::createInputSystem( pl );
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const bool bufferedKeys = true;
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const bool bufferedMouse = true;
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// Create all devices
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mKeyboard = static_cast<Keyboard*>(mInputManager->createInputObject
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( OISKeyboard, bufferedKeys ));
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mMouse = static_cast<Mouse*>(mInputManager->createInputObject
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( OISMouse, bufferedMouse ));
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// Set mouse region
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const MouseState &ms = mMouse->getMouseState();
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ms.width = mWindow->getWidth();
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ms.height = mWindow->getHeight();
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// Register the input listener
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mKeyboard -> setEventCallback( &mInput );
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mMouse -> setEventCallback( &mInput );
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}
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// Make a scene
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extern "C" void ogre_makeScene()
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{
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// Get the SceneManager, in this case a generic one
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mSceneMgr = mRoot->createSceneManager(ST_GENERIC);
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// Create the camera
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mCamera = mSceneMgr->createCamera("PlayerCam");
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mCamera->setNearClipDistance(5);
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// Create one viewport, entire window
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vp = mWindow->addViewport(mCamera);
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// Give the backround a healthy shade of green
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vp->setBackgroundColour(ColourValue(0,0.1,0));
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// Alter the camera aspect ratio to match the viewport
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mCamera->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
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mCamera->setFOVy(Degree(55));
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Add the frame listener
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mRoot->addFrameListener(&mFrameListener);
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = mSceneMgr->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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/*
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g_light = mSceneMgr->createLight("carry");
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g_light->setDiffuseColour(1,0.7,0.3);
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g_light->setAttenuation(2000, 0, 0.008, 0);
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*/
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}
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/*
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// Toggle carryable light
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extern "C" void ogre_toggleCarryLight()
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{
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if(g_spotOn == 0)
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{
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g_light->setVisible(true);
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g_spotOn = 1;
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}
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else
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{
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g_light->setVisible(false);
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g_spotOn = 0;
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}
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}
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*/
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// Toggle ambient light
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extern "C" void ogre_toggleLight()
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{
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}
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}
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// Create a sky dome. Currently disabled since we aren't including the
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// Ogre example data (which has the sky material.)
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extern "C" void ogre_makeSky()
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{
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//mSceneMgr->setSkyDome( true, "Examples/CloudySky", 5, 8 );
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}
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extern "C" Light* ogre_attachLight(char *name, SceneNode* base,
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float r, float g, float b,
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float radius)
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#include <OgreArchive.h>
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#include <OgreArchiveFactory.h>
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#include <OIS/OIS.h>
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#include <MyGUI.h>
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#include "../util/dbg.h"
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using namespace Ogre;
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RenderWindow* mWindow;
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Root *mRoot;
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SceneManager *mSceneMgr;
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Camera *mCamera;
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Viewport *vp;
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ColourValue g_ambient;
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int g_lightOn = 0;
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/*
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int g_spotOn = 0;
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Light *g_light;
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*/
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// Set to nonzero if debug mode is enabled
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int g_isDebug = 0;
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OIS::InputManager *mInputManager;
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OIS::Mouse *mMouse;
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OIS::Keyboard *mKeyboard;
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// The global GUI object
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MyGUI::Gui *mGUI;
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// input into MyGUI.
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int32_t guiMode = 0;
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// Root node for all objects added to the scene. This is rotated so
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// that the OGRE coordinate system matches that used internally in
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// Morrowind.
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SceneNode *mwRoot;
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// Include the other parts of the code, and make one big happy object
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// file. This is extremely against the grain of C++ "recomended
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// practice", but I don't care.
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