source: trunk/VUT/OcclusionCullingSceneManager/TestCulling/TestCullingApplication.h @ 29

Revision 29, 3.5 KB checked in by gametools, 19 years ago (diff)
Line 
1/**
2    \file
3        TestCullingApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
7#include "OgreOcclusionCullingSceneManager.h"
8
9Real timeDelay = 0;
10#define KEY_PRESSED(_key,_timeDelay, _macro) \
11{ \
12    if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
13{ \
14    timeDelay = _timeDelay; \
15    _macro ; \
16} \
17}
18
19String mCurrentAlgorithmCaptions[OcclusionCullingSceneManager::NUM_RENDERMODES] =
20{
21    "Cull Frustum",
22        "Stop and Wait",
23        "Coherent Occlusion Culling"
24};
25
26class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
27{
28public:
29
30    MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager, CEGUI::Renderer *renderer,
31                                           SceneNode* shipNode);
32
33
34    ~MouseQueryListener( )
35    {
36    }
37
38        bool frameEnded(const FrameEvent& evt);
39    /* MouseListener callbacks. */
40    virtual void mouseClicked(MouseEvent* e) { }
41    virtual void mouseEntered(MouseEvent* e) { }
42    virtual void mouseExited(MouseEvent* e)  { }
43
44    // This is when the mouse button goes DOWN.
45    virtual void mousePressed(MouseEvent* e);
46
47    // This is when the mouse button is let UP.
48    virtual void mouseReleased(MouseEvent* e);
49
50    /* MouseMotionListener callbacks */
51    virtual void mouseMoved (MouseEvent *e);
52   
53    // This is when the mouse is clicked, held and dragged.
54    virtual void mouseDragged (MouseEvent *e);
55/*
56    void keyPressed(KeyEvent* e)
57    {
58        if(e->getKey() == KC_ESCAPE)
59        {
60            mShutdownRequested = true;
61            e->consume();
62            return;
63        }
64
65        CEGUI::System::getSingleton().injectKeyDown(e->getKey());
66                CEGUI::System::getSingleton().injectChar(e->getKeyChar());
67        e->consume();
68    }
69
70        void keyReleased(KeyEvent* e)
71        {
72                CEGUI::System::getSingleton().injectKeyUp(e->getKey());
73                e->consume();
74        }
75        void keyClicked(KeyEvent* e)
76        {
77                // Do nothing
78                e->consume();
79        }
80
81    bool frameEnded(const FrameEvent& evt)
82    {
83        if (mShutdownRequested)
84            return false;
85        else
86            return ExampleFrameListener::frameEnded(evt);
87    }
88*/
89        void changeAlgorithm();
90
91
92protected:
93    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
94    SceneManager *mSceneMgr;           // A pointer to the scene manager
95    SceneNode *mCurrentObject;         // The newly created object
96    CEGUI::Renderer *mGUIRenderer;     // cegui renderer
97        SceneNode* mShipNode;
98//      bool mShutdownRequested;
99        int mCurrentAlgorithm;
100        OverlayElement *mAlgorithmInfo;
101};
102
103
104class TestCullingApplication : public ExampleApplication
105{
106public:
107    /*TestCullingApplication()
108    {
109
110    }*/
111
112protected:
113        void createScene(void);
114        void createFrameListener(void);
115
116        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
117        CEGUI::System *mGUISystem;
118
119private:
120        void chooseSceneManager(void);
121
122        Entity* mShip;
123        SceneNode* mShipNode;
124
125/*    String mQuakePk3;
126    String mQuakeLevel;
127
128    // Override resource sources (include Quake3 archives)
129    void setupResources(void)
130    {
131
132        // Load Quake3 locations from a file
133        ConfigFile cf;
134
135        cf.load("quake3settings.cfg");
136
137        mQuakePk3 = cf.getSetting("Pak0Location");
138        mQuakeLevel = cf.getSetting("Map");
139
140                ExampleApplication::setupResources();
141        ResourceManager::addCommonArchiveEx(mQuakePk3, "Zip");
142
143    }*/
144    // Override scene manager (use indoor instead of generic)
145   
146
147       
148};
149
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