[1378] | 1 | #include "dxstdafx.h"
|
---|
| 2 | #include ".\GameManager.h"
|
---|
| 3 | #include "fmod.h"
|
---|
| 4 | #include "RaytraceRenderer.h"
|
---|
| 5 | #include "Object3d.h"
|
---|
| 6 | #include "SoundNode.h"
|
---|
| 7 | #include "Goodie.h"
|
---|
| 8 | #include "Box.h"
|
---|
| 9 | #include "HUD.h"
|
---|
| 10 | #include "ParticleGroup.h"
|
---|
| 11 | #include "ParticleEmitter.h"
|
---|
| 12 | #include "Sprite.h"
|
---|
| 13 |
|
---|
| 14 |
|
---|
[1388] | 15 | bool GLOBAL_display_help_screenQ = false;
|
---|
| 16 |
|
---|
| 17 |
|
---|
[1378] | 18 | GameManager::GameManager(void)
|
---|
| 19 | {
|
---|
| 20 | this->consoleStarted = false;
|
---|
| 21 | this->activeScene=0;
|
---|
| 22 |
|
---|
| 23 | // Create the physics SDK
|
---|
| 24 | this->pOutputStream.manager = this;
|
---|
| 25 | this->pAllocator = new UserAllocator();
|
---|
| 26 | this->pPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, this->pAllocator, &this->pOutputStream);
|
---|
| 27 | if (!this->pPhysicsSDK){
|
---|
| 28 | this->pPhysicsSDK = NULL;
|
---|
| 29 | this->printToConsole("PhysicsSDK building failed!");
|
---|
| 30 | MessageBox(NULL, L"Could not create PhysX instance! Maybe the drivers are not installed properly!", L"Error with PhysX Engine!", MB_ICONERROR);
|
---|
| 31 | exit(0);
|
---|
| 32 | }
|
---|
| 33 |
|
---|
| 34 | //create ResourceManager
|
---|
| 35 | this->resManager.setGameManager(this);
|
---|
| 36 | this->firstFrame = true;
|
---|
| 37 | this->fadeEffect = NULL;
|
---|
| 38 | this->gs.setSceneAlpha(0);
|
---|
| 39 |
|
---|
| 40 | for(int i=0;i<this->NB_EFFECTS;i++) {
|
---|
| 41 | this->effectList[i] = NULL;
|
---|
| 42 | this->effectReleaseCount[i] = 0;
|
---|
| 43 | }
|
---|
| 44 | }
|
---|
| 45 |
|
---|
| 46 | GameManager::~GameManager(void)
|
---|
| 47 | {
|
---|
| 48 | this->pPhysicsSDK->release();
|
---|
| 49 | this->pPhysicsSDK=NULL;
|
---|
| 50 | if(this->pAllocator)
|
---|
| 51 | delete this->pAllocator;
|
---|
| 52 | this->pAllocator = NULL;
|
---|
| 53 | SAFE_RELEASE(this->finalRenderTarget);
|
---|
| 54 |
|
---|
| 55 | for(int i=0;i<this->NB_EFFECTS;i++) {
|
---|
| 56 | if(this->effectList[i]) {
|
---|
| 57 | SAFE_RELEASE(this->effectList [i]);
|
---|
| 58 | }
|
---|
| 59 | }
|
---|
| 60 | }
|
---|
| 61 |
|
---|
| 62 | void GameManager::setScreenDimension(int width, int height)
|
---|
| 63 | {
|
---|
| 64 | this->screenWidth = width;
|
---|
| 65 | this->screenHeight = height;
|
---|
| 66 | }
|
---|
| 67 |
|
---|
[1389] | 68 |
|
---|
| 69 | std::wstring GameManager::HelpScreenString_Get()
|
---|
| 70 | {
|
---|
| 71 | std::wstring s;
|
---|
[1398] | 72 | //s += L"HELP:\n drive: w-a-s-d\n shoot: left mouse\n F2: show FPS\n F3: PhysX Debugger\n F4: Music On/Off";
|
---|
| 73 | s += L"HELP:\n drive: w-a-s-d\n shoot: left mouse\n F3: PhysX Debugger\n F4: Music On/Off";
|
---|
[1389] | 74 |
|
---|
[1398] | 75 | s += L"\n";
|
---|
| 76 | s += L"\n F9: DEPTH IMPOSTERS On/Off ";
|
---|
[1389] | 77 | if(this->gs.useDepthImposter) { s+= L"[ON]"; } else { s+= L"[OFF]"; }
|
---|
| 78 |
|
---|
[1398] | 79 | s += L"\n F10: RAYTRACE EFFECTS On/Off ";
|
---|
[1389] | 80 | if(this->gs.useRaytracer) { s+= L"[ON]"; } else { s+= L"[OFF]"; }
|
---|
[1398] | 81 | s += L"\n";
|
---|
[1389] | 82 |
|
---|
| 83 | s += L"\n F11 Opponent Fire On/Off\n Pause: Pause Game\n 1 Standard weapon\n 2 Bombs - explode late, but do cause lots of damage!\n 3 Alien weapon - just shoot!\n 4 Firethrower - Toast your opponent\n 5 Icethrower - Slow down your opponent";
|
---|
| 84 | return s;
|
---|
| 85 | }
|
---|
| 86 |
|
---|
| 87 |
|
---|
[1378] | 88 | void GameManager::keyPressed(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext)
|
---|
| 89 | {
|
---|
| 90 | if( bKeyDown )
|
---|
| 91 | {
|
---|
[1382] | 92 | //if(nChar == VK_PAUSE || nChar == VK_F9 || nChar == VK_F10 || !this->gs.preparepaused) {
|
---|
| 93 | switch( nChar )
|
---|
| 94 | {
|
---|
| 95 | case VK_ESCAPE:
|
---|
| 96 | break;
|
---|
| 97 | case VK_F1:
|
---|
| 98 | if(activeScene == &this->gs) {
|
---|
[1383] | 99 | #if(0)
|
---|
| 100 | this->gs.getHUD()->message("HELP:\n drive: w-a-s-d\n shoot: left mouse\n F2: show FPS\n F3: PhysX Debugger\n F4: Music On/Off\n F9: Depth Imposters On/Off\n F10: Raytracer On/Off\n F11 Opponent Fire On/Off\n Pause: Pause Game\n 1 Standard weapon\n 2 Bombs - explode late, but do cause lots of damage!\n 3 Alien weapon - just shoot!\n 4 Firethrower - Toast your opponent\n 5 Icethrower - Slow down your opponent", 2, 0.01f, true);
|
---|
[1389] | 101 | #elif(0) // MG
|
---|
[1383] | 102 | std::string s("");
|
---|
| 103 | s += "HELP:\n drive: w-a-s-d\n shoot: left mouse\n F2: show FPS\n F3: PhysX Debugger\n F4: Music On/Off";
|
---|
| 104 |
|
---|
| 105 | s += "\n F9: Depth Imposters On/Off ";
|
---|
| 106 | if(this->gs.useDepthImposter) { s+= "[ON]"; } else { s+= "[OFF]"; }
|
---|
| 107 |
|
---|
| 108 | s += "\n F10: Raytracer On/Off ";
|
---|
| 109 | if(this->gs.useRaytracer) { s+= "[ON]"; } else { s+= "[OFF]"; }
|
---|
| 110 |
|
---|
| 111 | s += "\n F11 Opponent Fire On/Off\n Pause: Pause Game\n 1 Standard weapon\n 2 Bombs - explode late, but do cause lots of damage!\n 3 Alien weapon - just shoot!\n 4 Firethrower - Toast your opponent\n 5 Icethrower - Slow down your opponent";
|
---|
| 112 | this->gs.getHUD()->message(s, 2, 0.01f, true);
|
---|
[1389] | 113 | #elif(1) // MG
|
---|
[1390] | 114 | // Toggle help with F1
|
---|
[1388] | 115 | GLOBAL_display_help_screenQ = !GLOBAL_display_help_screenQ;
|
---|
[1390] | 116 | if(GLOBAL_display_help_screenQ) {
|
---|
| 117 | this->gs.preparepaused = true;
|
---|
| 118 | }
|
---|
| 119 | else {
|
---|
| 120 | this->gs.preparepaused= false;
|
---|
| 121 | this->gs.currentlypaused = false;
|
---|
| 122 | this->gs.getHUD()->message("", 1, 0.01f);
|
---|
| 123 | }
|
---|
[1383] | 124 | #endif
|
---|
[1382] | 125 | }
|
---|
| 126 | break;
|
---|
| 127 | case VK_F2:
|
---|
[1398] | 128 | //this->gs.showFPS = !this->gs.showFPS;
|
---|
[1382] | 129 | break;
|
---|
| 130 | case VK_F3:
|
---|
| 131 | if(!this->activeScene->usePhysXDebugger)
|
---|
| 132 | this->activeScene->usePhysXDebugger = true;
|
---|
| 133 | else
|
---|
| 134 | this->activeScene->usePhysXDebugger = false;
|
---|
| 135 | break;
|
---|
| 136 | case VK_F4:
|
---|
| 137 | this->gs.setBackgroundSoundMute(!this->gs.getBackgroundSoundMute());
|
---|
| 138 | this->ms.setBackgroundSoundMute(!this->ms.getBackgroundSoundMute());
|
---|
| 139 | break;
|
---|
| 140 | case VK_F5:
|
---|
| 141 | //this->gs.getHUD()->displayToasted(3, 0.01f);
|
---|
| 142 | break;
|
---|
| 143 | case VK_F6:
|
---|
| 144 | //this->gs.getHUD()->message("hallo martin", 3, 0.01f);
|
---|
| 145 | break;
|
---|
| 146 | case VK_F7:
|
---|
| 147 | //this->gs.getHUD()->displayLose(3, 0.01f);
|
---|
| 148 | break;
|
---|
| 149 | case VK_F8:
|
---|
| 150 | this->gs.drawBBoxes = !this->gs.drawBBoxes;
|
---|
| 151 | break;
|
---|
| 152 | case VK_F9:
|
---|
| 153 | this->gs.useDepthImposter = !this->gs.useDepthImposter;
|
---|
| 154 | break;
|
---|
| 155 | case VK_F10:
|
---|
| 156 | this->gs.useRaytracer = !this->gs.useRaytracer;
|
---|
| 157 | break;
|
---|
| 158 | case VK_F11:
|
---|
| 159 | this->gs.aiPlayerFireEnable = !this->gs.aiPlayerFireEnable;
|
---|
| 160 | break;
|
---|
| 161 | case VK_PAUSE:
|
---|
| 162 | if(activeScene == &this->gs) {
|
---|
| 163 | if(!this->gs.preparepaused) {
|
---|
| 164 | this->gs.getHUD()->message("Game paused. Press Pause to Continue...", 1, 0.01f);
|
---|
| 165 | } else {
|
---|
| 166 | this->gs.currentlypaused = false;
|
---|
| 167 | this->gs.getHUD()->message("", 1, 0.01f);
|
---|
| 168 | }
|
---|
| 169 | this->gs.preparepaused= !this->gs.preparepaused;
|
---|
| 170 | }
|
---|
| 171 | break;
|
---|
| 172 | }
|
---|
| 173 | //}
|
---|
[1378] | 174 |
|
---|
| 175 | }
|
---|
| 176 | this->activeScene->setKeyPressed(nChar, bKeyDown);
|
---|
| 177 | }
|
---|
| 178 |
|
---|
| 179 | void GameManager::setMouseStatus(bool bLeftButtonDown, bool bRightButtonDown,bool bMiddleButtonDown,
|
---|
| 180 | bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta,
|
---|
| 181 | int xPos, int yPos)
|
---|
| 182 | {
|
---|
| 183 | this->activeScene->setMouseStatus(bLeftButtonDown, bRightButtonDown, bMiddleButtonDown, bSideButton1Down, bSideButton2Down, nMouseWheelDelta, xPos, yPos);
|
---|
| 184 | }
|
---|
| 185 |
|
---|
| 186 | void GameManager::addScene(Scene &newScene)
|
---|
| 187 | {
|
---|
| 188 | if(this->activeScene==0) {
|
---|
| 189 | this->activeScene = &newScene;
|
---|
| 190 | }
|
---|
| 191 | this->sceneVector.push_back(&newScene);
|
---|
| 192 | }
|
---|
| 193 |
|
---|
| 194 | void GameManager::removeScene(Scene &oldScene)
|
---|
| 195 | {
|
---|
| 196 | std::vector<Scene*>::iterator it;
|
---|
| 197 |
|
---|
| 198 | bool found = false;
|
---|
| 199 | int index = 0;
|
---|
| 200 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
|
---|
| 201 | if(&oldScene == *it) {
|
---|
| 202 | found = true;
|
---|
| 203 | break;
|
---|
| 204 | }
|
---|
| 205 | index++;
|
---|
| 206 | }
|
---|
| 207 | }
|
---|
| 208 |
|
---|
| 209 | void GameManager::setActiveScene(Scene &aScene)
|
---|
| 210 | {
|
---|
| 211 | this->activeScene = &aScene;
|
---|
| 212 | }
|
---|
| 213 |
|
---|
| 214 | void GameManager::printToConsole(std::string output)
|
---|
| 215 | {
|
---|
| 216 | #if defined(DEBUG) | defined(_DEBUG)
|
---|
| 217 | if (!consoleStarted) {
|
---|
| 218 | AllocConsole();
|
---|
| 219 | outputHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
---|
| 220 | consoleStarted = true;
|
---|
| 221 | }
|
---|
| 222 | output += "\n";
|
---|
| 223 | DWORD dwCharsWritten;
|
---|
| 224 | WriteConsoleA(outputHandle, output.c_str(), output.length(), &dwCharsWritten, NULL);
|
---|
| 225 | #endif
|
---|
| 226 | }
|
---|
| 227 |
|
---|
| 228 | void GameManager::initGame() {
|
---|
| 229 | ms.initScene(*this);
|
---|
| 230 | //add menue scene to scene vector:
|
---|
| 231 | ms.setVisible(true);
|
---|
| 232 | ms.setSceneAlpha(0);
|
---|
| 233 | this->addScene(ms);
|
---|
| 234 | gs.setVisible(false);
|
---|
| 235 | this->addScene(gs);
|
---|
| 236 | this->setActiveScene(ms);
|
---|
| 237 | }
|
---|
| 238 |
|
---|
| 239 | void GameManager::updateGame(float fElapsedTime)
|
---|
| 240 | {
|
---|
| 241 | FSOUND_Update();
|
---|
| 242 |
|
---|
| 243 | if(this->firstFrame) {
|
---|
| 244 | this->firstFrame = false;
|
---|
| 245 | this->ms.setSceneAlpha(0);
|
---|
| 246 | this->ms.fadeIn(1);
|
---|
| 247 | }
|
---|
| 248 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
---|
| 249 | this->device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
|
---|
| 250 |
|
---|
| 251 | UINT numberOfScenes = (UINT)this->sceneVector.size();
|
---|
| 252 | for(UINT i = 0; i < numberOfScenes; i++) {
|
---|
| 253 | this->sceneVector.at(i)->renderScene(fElapsedTime);
|
---|
| 254 | }
|
---|
| 255 |
|
---|
| 256 | this->device->SetRenderTarget(0, this->finalRenderTarget);
|
---|
| 257 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
---|
| 258 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
---|
| 259 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
---|
| 260 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
|
---|
| 261 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
---|
| 262 |
|
---|
| 263 | for(UINT i = 0; i < numberOfScenes; i++) {
|
---|
| 264 | if(this->sceneVector.at(i)->isVisible()) {
|
---|
| 265 | this->sceneVector.at(i)->renderFinalImage(this->fadeEffect);
|
---|
| 266 | }
|
---|
| 267 | }
|
---|
| 268 |
|
---|
| 269 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
---|
| 270 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
|
---|
| 271 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
---|
| 272 | }
|
---|
| 273 |
|
---|
| 274 |
|
---|
| 275 | void GameManager::OnLostDevice( void* pUserContext )
|
---|
| 276 | {
|
---|
| 277 | SAFE_RELEASE(this->finalRenderTarget);
|
---|
| 278 | this->resManager.OnLostDevice();
|
---|
| 279 | std::vector<Scene *>::iterator it;
|
---|
| 280 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
|
---|
| 281 | (*it)->OnLostDevice(pUserContext);
|
---|
| 282 | }
|
---|
| 283 | }
|
---|
| 284 |
|
---|
| 285 | void GameManager::OnDestroyDevice( void* pUserContext )
|
---|
| 286 | {
|
---|
| 287 | this->resManager.OnDestroyDevice();
|
---|
| 288 | this->releaseEffect(this->fadeEffect);
|
---|
| 289 | this->fadeEffect = NULL;
|
---|
| 290 | std::vector<Scene *>::iterator it;
|
---|
| 291 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
|
---|
| 292 | (*it)->OnDestroyDevice(pUserContext);
|
---|
| 293 | }
|
---|
| 294 |
|
---|
| 295 | for(int i=0;i<this->NB_EFFECTS;i++) {
|
---|
| 296 | if(this->effectList[i] != NULL) {
|
---|
| 297 | this->printToConsole("WARNING! Not all Effects released!!");
|
---|
| 298 | }
|
---|
| 299 | }
|
---|
| 300 | }
|
---|
| 301 |
|
---|
| 302 | HRESULT GameManager::OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
|
---|
| 303 | {
|
---|
| 304 | this->device = pd3dDevice;
|
---|
| 305 | return S_OK;
|
---|
| 306 | }
|
---|
| 307 |
|
---|
| 308 |
|
---|
| 309 | HRESULT GameManager::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
|
---|
| 310 | {
|
---|
| 311 | this->screenWidth = pBackBufferSurfaceDesc->Width;
|
---|
| 312 | this->screenHeight = pBackBufferSurfaceDesc->Height;
|
---|
| 313 |
|
---|
| 314 | this->device = pd3dDevice;
|
---|
| 315 | this->device->GetRenderTarget(0, &this->finalRenderTarget);
|
---|
| 316 | this->fadeEffect = this->loadEffect(GameManager::EFFECT_FADE, L"shaders/sceneFader.obj");
|
---|
| 317 |
|
---|
| 318 | std::vector<Scene *>::iterator it;
|
---|
| 319 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
|
---|
| 320 | (*it)->OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext );
|
---|
| 321 | }
|
---|
| 322 |
|
---|
| 323 | return S_OK;
|
---|
| 324 | }
|
---|
| 325 |
|
---|
| 326 | ID3DXEffect* GameManager::getEffect(UINT id)
|
---|
| 327 | {
|
---|
| 328 | if(id<0 || id>=this->NB_EFFECTS)
|
---|
| 329 | return NULL;
|
---|
| 330 | ID3DXEffect* effect = this->effectList[id];
|
---|
| 331 | if(effect) {
|
---|
| 332 | this->effectReleaseCount[id]++;
|
---|
| 333 | }
|
---|
| 334 | return effect;
|
---|
| 335 | }
|
---|
| 336 |
|
---|
| 337 | void GameManager::releaseEffect(ID3DXEffect* effect)
|
---|
| 338 | {
|
---|
| 339 | }
|
---|
| 340 |
|
---|
| 341 | ID3DXEffect* GameManager::loadEffect(UINT id, LPCWSTR filename) {
|
---|
| 342 | ID3DXEffect* effect;
|
---|
| 343 |
|
---|
| 344 | if(!this->effectList[id]) {
|
---|
| 345 | DWORD dwShaderFlags = D3DXSHADER_PREFER_FLOW_CONTROL | D3DXSHADER_SKIPOPTIMIZATION;
|
---|
| 346 | #ifdef DEBUG_VS
|
---|
| 347 | dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
|
---|
| 348 | #endif
|
---|
| 349 | #ifdef DEBUG_PS
|
---|
| 350 | dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
|
---|
| 351 | #endif
|
---|
| 352 |
|
---|
| 353 | // Read the D3DX effect file
|
---|
| 354 | ID3DXBuffer* errBuff = NULL;
|
---|
| 355 | if (FAILED(D3DXCreateEffectFromFile( DXUTGetD3DDevice(),filename, NULL, NULL, dwShaderFlags,
|
---|
| 356 | NULL, &effect, &errBuff )))
|
---|
| 357 | {
|
---|
| 358 | int BufSize = errBuff->GetBufferSize();
|
---|
| 359 |
|
---|
| 360 | // displaying error message of arbitrary length
|
---|
| 361 | wchar_t* wbuf = new wchar_t[BufSize];
|
---|
| 362 | mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
|
---|
| 363 | MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR); // show error message
|
---|
| 364 |
|
---|
| 365 | delete wbuf;
|
---|
| 366 | exit(-1);
|
---|
| 367 | } else {
|
---|
| 368 | this->effectList[id] = effect;
|
---|
| 369 | this->effectReleaseCount[id]++;
|
---|
| 370 | }
|
---|
| 371 | return effect;
|
---|
| 372 | } else {
|
---|
| 373 | this->effectReleaseCount[id]++;
|
---|
| 374 | return this->effectList[id];
|
---|
| 375 | }
|
---|
| 376 | }
|
---|
| 377 |
|
---|
| 378 |
|
---|
| 379 | void GameManager::switchToMenueScene() {
|
---|
| 380 | ms.activateStandardBackground();
|
---|
| 381 | ms.getGUI()->SetVisible(true);
|
---|
| 382 | gs.fadeOut(1);
|
---|
| 383 | ms.fadeIn(1);
|
---|
| 384 | setActiveScene(this->ms);
|
---|
| 385 | //show mouse cursor:
|
---|
| 386 | ShowCursor(true);
|
---|
[1382] | 387 | this->gs.currentlypaused = false;
|
---|
| 388 | this->gs.preparepaused = false;
|
---|
[1378] | 389 | }
|
---|
| 390 |
|
---|
| 391 | void GameManager::switchToGameScene() {
|
---|
| 392 | if (gs.alreadyUsed) {
|
---|
| 393 |
|
---|
| 394 | //make menue scene invisible:
|
---|
| 395 | ms.fadeOut(1);
|
---|
| 396 | gs.setSceneAlpha(0);
|
---|
| 397 | gs.fadeIn(1);
|
---|
| 398 |
|
---|
| 399 | //make the gamescene active:
|
---|
| 400 | setActiveScene(this->gs);
|
---|
| 401 |
|
---|
| 402 | //hide mouse cursor:
|
---|
| 403 | ShowCursor(false);
|
---|
[1382] | 404 |
|
---|
| 405 | this->gs.currentlypaused = false;
|
---|
| 406 | this->gs.preparepaused = false;
|
---|
[1378] | 407 | }
|
---|
| 408 | }
|
---|
| 409 |
|
---|
| 410 | void GameManager::OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
|
---|
| 411 | {
|
---|
| 412 | this->activeScene->OnGUIEvent(nEvent, nControlID, pControl, pUserContext);
|
---|
| 413 | }
|
---|