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ExampleRefAppApplication.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\ExampleRefAppApplication.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /* ----------------------------------------------------------------------------- Filename: ExampleApplication.h Description: Base class for all the OGRE ReferenceApplication examples ----------------------------------------------------------------------------- */ #ifndef __ExampleRefAppApplication_H__ #define __ExampleRefAppApplication_H__ #include "OgreReferenceAppLayer.h" #include "OgreConfigFile.h" #include "ExampleRefAppFrameListener.h" #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE # include
#endif using namespace Ogre; using namespace OgreRefApp; /** Base class which manages the standard startup of an Ogre application based on the ReferenceApplication layer. Designed to be subclassed for specific examples if required. */ class ExampleRefAppApplication { public: /// Standard constructor ExampleRefAppApplication() { mFrameListener = 0; mRoot = 0; mWorld = 0; } /// Standard destructor virtual ~ExampleRefAppApplication() { if (mFrameListener) delete mFrameListener; if (mWorld) delete mWorld; if (mRoot) delete mRoot; } /// Start the example virtual void go(void) { if (!setup()) return; mRoot->startRendering(); } protected: Root *mRoot; CollideCamera* mCamera; SceneManager* mSceneMgr; FrameListener* mFrameListener; RenderWindow* mWindow; World* mWorld; // These internal methods package up the stages in the startup process /** Sets up the application - returns false if the user chooses to abandon configuration. */ virtual bool setup(void) { mRoot = new Root(); setupResources(); bool carryOn = configure(); if (!carryOn) return false; chooseSceneManager(); createWorld(); createCamera(); createViewports(); // Set default mipmap level (NB some APIs ignore this) TextureManager::getSingleton().setDefaultNumMipmaps(5); // Create any resource listeners (for loading screens) createResourceListener(); // Load resources loadResources(); // Create the scene createScene(); createFrameListener(); return true; } /** Configures the application - returns false if the user chooses to abandon configuration. */ virtual bool configure(void) { // Show the configuration dialog and initialise the system // You can skip this and use root.restoreConfig() to load configuration // settings if you were sure there are valid ones saved in ogre.cfg if(mRoot->showConfigDialog()) { // If returned true, user clicked OK so initialise // Here we choose to let the system create a default rendering window by passing 'true' mWindow = mRoot->initialise(true); return true; } else { return false; } } virtual void chooseSceneManager(void) { // Get the SceneManager, in this case a generic one mSceneMgr = mRoot->createSceneManager(ST_GENERIC, "RefAppSMInstance"); } virtual void createCamera(void) { // Create the camera mCamera = mWorld->createCamera("PlayerCam"); // Position it at 500 in Z direction mCamera->setPosition(Vector3(0,0,500)); // Look back along -Z mCamera->lookAt(Vector3(0,0,-300)); mCamera->setNearClipDistance(5); } virtual void createFrameListener(void) { mFrameListener= new ExampleRefAppFrameListener(mWindow, mCamera); mRoot->addFrameListener(mFrameListener); } virtual void createScene(void) = 0; // pure virtual - this has to be overridden virtual void createViewports(void) { // Create one viewport, entire window Viewport* vp = mWindow->addViewport(mCamera->getRealCamera()); vp->setBackgroundColour(ColourValue(0,0,0)); } /// Method which will define the source of resources (other than current folder) virtual void setupResources(void) { // Load resource paths from config file ConfigFile cf; cf.load("resources.cfg"); // Go through all sections & settings in the file ConfigFile::SectionIterator seci = cf.getSectionIterator(); String secName, typeName, archName; while (seci.hasMoreElements()) { secName = seci.peekNextKey(); ConfigFile::SettingsMultiMap *settings = seci.getNext(); ConfigFile::SettingsMultiMap::iterator i; for (i = settings->begin(); i != settings->end(); ++i) { typeName = i->first; archName = i->second; ResourceGroupManager::getSingleton().addResourceLocation( archName, typeName, secName); } } } virtual void createWorld(void) { mWorld = new World(mSceneMgr); } /// Optional override method where you can create resource listeners (e.g. for loading screens) virtual void createResourceListener(void) { } /// Optional override method where you can perform resource group loading /// Must at least do ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); virtual void loadResources(void) { // Initialise, parse scripts etc ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); } }; #endif
ExampleRefAppApplication.h
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