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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