[1378] | 1 | #pragma once
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| 2 |
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| 3 | #include<vector> // Standard-Vektor einschließen
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| 4 | #include "GameScene.h"
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| 5 | #include "MenueScene.h"
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| 6 | #include <string>
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| 7 | #include "PhysXOutputStream.h"
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| 8 | #include "UserAllocator.h"
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| 9 | #include "ResourceManager.h"
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| 10 |
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| 11 | using namespace std;
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| 12 |
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| 13 | class Scene;
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| 14 | class Node;
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| 15 |
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| 16 | #define SPTR boost::shared_ptr
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| 17 |
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| 18 | class GameManager
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| 19 | {
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| 20 | public:
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| 21 | GameManager(void);
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| 22 | ~GameManager(void);
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| 23 |
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| 24 | int init(void);
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| 25 |
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| 26 | void printToConsole (std::string output);
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| 27 | void addScene(Scene &newScene);
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| 28 | void removeScene (Scene &oldScene);
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| 29 | void setActiveScene(Scene &aScene);
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| 30 | void switchToMenueScene();
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| 31 | void switchToGameScene();
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| 32 |
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| 33 | void keyPressed(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext);
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| 34 | void setMouseStatus(bool bLeftButtonDown, bool bRightButtonDown,bool bMiddleButtonDown,
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| 35 | bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta,
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| 36 | int xPos, int yPos);
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| 37 |
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| 38 | void updateGame(float fElapsedTime);
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| 39 | void initGame();
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| 40 |
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| 41 | ID3DXEffect* getEffect(UINT id);
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| 42 | ID3DXEffect* loadEffect(UINT id, LPCWSTR filename);
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| 43 | void releaseEffect(ID3DXEffect* effect);
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| 44 |
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| 45 | void OnLostDevice( void* pUserContext );
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| 46 | void OnDestroyDevice( void* pUserContext );
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| 47 | HRESULT OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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| 48 | HRESULT OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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| 49 | void OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
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| 50 |
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| 51 |
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| 52 | //PhysicSDK
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| 53 | NxPhysicsSDK* pPhysicsSDK;
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| 54 | UserAllocator* pAllocator;
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| 55 |
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| 56 | void setScreenDimension(int width, int height);
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| 57 |
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| 58 | ResourceManager resManager;
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| 59 |
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| 60 | int screenWidth;
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| 61 | int screenHeight;
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| 62 |
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| 63 | MenueScene ms; // Menue Scene
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| 64 | GameScene gs; // GameScene
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| 65 |
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| 66 | //EffectConstants
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| 67 | static const UINT EFFECT_FADE = 0;
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| 68 | static const UINT EFFECT_RAYTRACE = 1;
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| 69 | static const UINT EFFECT_DEPTHIMP = 2;
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| 70 | static const UINT EFFECT_SIMPLEMESH = 3;
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| 71 | static const UINT EFFECT_TERRAIN = 4;
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| 72 | static const UINT EFFECT_OCEAN = 5;
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| 73 |
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| 74 | friend class Scene;
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| 75 | protected:
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| 76 | Scene* activeScene;
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| 77 | std::vector<Scene *> sceneVector;
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| 78 | bool consoleStarted;
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| 79 | HANDLE outputHandle;
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| 80 |
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| 81 | PhysXOutputStream pOutputStream;
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| 82 |
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| 83 | //Effect vector
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| 84 | static const int NB_EFFECTS = 100;
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| 85 | ID3DXEffect* effectList[NB_EFFECTS];
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| 86 | int effectReleaseCount[NB_EFFECTS];
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| 87 |
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| 88 | bool firstFrame;
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| 89 | IDirect3DSurface9* finalRenderTarget;
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| 90 | IDirect3DDevice9* device;
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| 91 | ID3DXEffect* fadeEffect;
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| 92 | };
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