Example #1
0
void GameManager::ToggleGameMode(gameMode mode)
{
	/*if (mode == MODE_DUEL && mGameMode != MODE_DUEL)
		EnableDuelMode();
	else if (mGameMode == MODE_DUEL && mode != MODE_DUEL) //if we're switching FROM duel
		DisableDuelMode();
	*/

	mGameMode = mode;

	Console* c = GetChat();

	if (c)
	{
    	if (mode == MODE_ACTION)
    	{
    		c->mInput->mReadOnly = true;
    		c->mInput->SetText("Hit TAB to toggle chat mode"); //, or ENTER for quick chat");
    	}
    	else if (c->IsVisible()) //has to be visible for chat mode
    	{
    		c->mInput->mReadOnly = false;
    		c->mInput->Clear();
    	}
    }

	// Reset our speed
	if (mPlayer->GetSpeed() == SPEED_RUN)
		mPlayer->SetSpeed(SPEED_WALK);

	// Send an event
	MessageData md("GAME_MODE");
	md.WriteInt("mode", mode);
	messenger.Dispatch(md);
}
Example #2
0
void UI::ToggleConsole()
{
    Console* console = GetSubsystem<Console>();

    if (!console)
        return;

    console->Toggle();
    consoleVisible_ = console->IsVisible();
}
Example #3
0
void UI::ShowConsole(bool value)
{
    Console* console = GetSubsystem<Console>();

    if (!console)
        return;

    console->SetVisible(value);
    consoleVisible_ = console->IsVisible();
}
Example #4
0
void TowerApp::HandleKeyDown(StringHash, VariantMap &eventData) {
    using namespace KeyDown;

    int key = eventData[P_KEY].GetInt();

    // Close console (if open) or exit when ESC is pressed
    if (key == KEY_ESC) {
        Console *console = GetSubsystem<Console>();
        if (console->IsVisible())
            console->SetVisible(false);
        else
            engine_->Exit();

        return;
    }

    if (key == '`') {
        GetSubsystem<Console>()->Toggle();
        return;
    }

    // Toggle debug HUD with F2
    if (key == KEY_F2) {
        DebugHud *debugHud = GetSubsystem<DebugHud>();
        if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL_MEMORY)
            debugHud->SetMode(DEBUGHUD_SHOW_ALL);
        else
            debugHud->SetMode(DEBUGHUD_SHOW_NONE);
        return;
    }

    if (key == KEY_F3) {
        DebugHud *debugHud = GetSubsystem<DebugHud>();
        if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL)
            debugHud->SetMode(DEBUGHUD_SHOW_ALL_MEMORY);
        else
            debugHud->SetMode(DEBUGHUD_SHOW_NONE);

        return;
    }

    if (key == KEY_F4) {
        drawDebugGeometry = !drawDebugGeometry;
        return;
    }
}
Example #5
0
void UrhoQuickStart::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
	using namespace KeyDown;
	int key = eventData[P_KEY].GetInt();
	
	if (key == KEY_ESC)
	{
		Console* console = GetSubsystem<Console>();
		if (console->IsVisible())
			console->SetVisible(false);
		else

			engine_->Exit();
	}
	else if (key == KEY_F1) 
	{
		Console* console = GetSubsystem<Console>();
		console->Toggle();
	}

	if (key == KEY_F2) drawDebug_ = !drawDebug_;

	if (key == KEY_E) 
	{
		Vector3 hitPos;
		Drawable* hitDrawable;
		NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();

		if (Raycast(250.0f, hitPos, hitDrawable)) 
		{
			Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(2.0f, 2.0f, 2.0f));
			
			botScript_->AddPath(botNode_->GetWorldPosition(), pathPos);
			
		}
	}
}
Example #6
0
//------------------------------------------------------------------------------------------------------------------------------------------------------
void BaseApplication::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
    using namespace Urho3D::KeyDown;

    int key = eventData[P_KEY].GetInt();

    // Close console (if open) or exit when ESC is pressed
    if (key == Urho3D::KEY_ESC)
    {
        Console* console = GetSubsystem<Console>();
        if (console->IsVisible())
            console->SetVisible(false);
        else
            engine_->Exit();
    }

    // Toggle console with F1
    else if (key == Urho3D::KEY_F1)
        GetSubsystem<Console>()->Toggle();

    // Toggle debug HUD with F2
    else if (key == Urho3D::KEY_F2)
    {
        DebugHud* debugHud = GetSubsystem<DebugHud>();
        if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL_MEMORY)
            debugHud->SetMode(DEBUGHUD_SHOW_ALL);
        else
            debugHud->SetMode(DEBUGHUD_SHOW_NONE);
    }
    else if (key == KEY_F3)
    {
        DebugHud* debugHud = GetSubsystem<DebugHud>();
        if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL)
            debugHud->SetMode(DEBUGHUD_SHOW_ALL_MEMORY);
        else
            debugHud->SetMode(DEBUGHUD_SHOW_NONE);
    }

    // Common rendering quality controls, only when UI has no focused element
    else if (!GetSubsystem<UI>()->GetFocusElement())
    {
        Renderer* renderer = GetSubsystem<Renderer>();

        // Preferences / Pause
        if (key == KEY_SELECT && touchEnabled_)
        {
            paused_ = !paused_;

            Input* input = GetSubsystem<Input>();
            if (screenJoystickSettingsIndex_ == M_MAX_UNSIGNED)
            {
                // Lazy initialization
                ResourceCache* cache = GetSubsystem<ResourceCache>();
                screenJoystickSettingsIndex_ = input->AddScreenJoystick(cache->GetResource<XMLFile>("UI/ScreenJoystickSettings_Samples.xml"), cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
            }
            else
                input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, paused_);
        }

        // Texture quality
        else if (key == '1')
        {
            int quality = renderer->GetTextureQuality();
            ++quality;
            if (quality > QUALITY_HIGH)
                quality = QUALITY_LOW;
            renderer->SetTextureQuality(quality);
        }

        // Material quality
        else if (key == '2')
        {
            int quality = renderer->GetMaterialQuality();
            ++quality;
            if (quality > QUALITY_HIGH)
                quality = QUALITY_LOW;
            renderer->SetMaterialQuality(quality);
        }

        // Specular lighting
        else if (key == '3')
            renderer->SetSpecularLighting(!renderer->GetSpecularLighting());

        // Shadow rendering
        else if (key == '4')
            renderer->SetDrawShadows(!renderer->GetDrawShadows());

        // Shadow map resolution
        else if (key == '5')
        {
            int shadowMapSize = renderer->GetShadowMapSize();
            shadowMapSize *= 2;
            if (shadowMapSize > 2048)
                shadowMapSize = 512;
            renderer->SetShadowMapSize(shadowMapSize);
        }

        // Shadow depth and filtering quality
        else if (key == '6')
        {
            int quality = renderer->GetShadowQuality();
            ++quality;
            if (quality > SHADOWQUALITY_PCF_24BIT)
                quality = SHADOWQUALITY_SIMPLE_16BIT;
            renderer->SetShadowQuality((ShadowQuality)quality);
        }

        // Occlusion culling
        else if (key == '7')
        {
            bool occlusion = renderer->GetMaxOccluderTriangles() > 0;
            occlusion = !occlusion;
            renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0);
        }

        // Instancing
        else if (key == '8')
            renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing());

        // Take screenshot
        else if (key == '9')
        {
            Graphics* graphics = GetSubsystem<Graphics>();
            Image screenshot(context_);
            graphics->TakeScreenShot(screenshot);
            // Here we save in the Data folder with date and time appended
            screenshot.SavePNG(GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Screenshot_" +
                Time::GetTimeStamp().Replaced(':', '_').Replaced('.', '_').Replaced(' ', '_') + ".png");
        }
    }
}
Example #7
0
	void Sample::HandleKeyDown(StringHash eventType, VariantMap& eventData)
	{
		using namespace KeyDown;

		int key = eventData[P_KEY].GetInt();

		// Close console (if open) or exit when ESC is pressed
		if (key == KEY_ESC)
		{
			Console* console = GetSubsystem<Console>();
			if (console->IsVisible())
				console->SetVisible(false);
			else
				GetSubsystem<Engine>()->Exit();
		}

		// Toggle console with F1
		else if (key == KEY_F1)
			GetSubsystem<Console>()->Toggle();

		// Toggle debug HUD with F2
		else if (key == KEY_F2)
			GetSubsystem<DebugHud>()->ToggleAll();
		// Take screenshot
		else if (key == '9')
		{
			Graphics* graphics = GetSubsystem<Graphics>();
			Image screenshot(context_);
			graphics->TakeScreenShot(screenshot);
			// Here we save in the Data folder with date and time appended
			screenshot.SavePNG(GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Screenshot_" +
				Time::GetTimeStamp().Replaced(':', '_').Replaced('.', '_').Replaced(' ', '_') + ".png");
		}
		// Common rendering quality controls, only when UI has no focused element
		else if (!GetSubsystem<UI>()->GetFocusElement())
		{
			Renderer* renderer = GetSubsystem<Renderer>();

			// Texture quality
			if (key == '1')
			{
				int quality = renderer->GetTextureQuality();
				++quality;
				if (quality > QUALITY_HIGH)
					quality = QUALITY_LOW;
				renderer->SetTextureQuality(quality);
			}

			// Material quality
			else if (key == '2')
			{
				int quality = renderer->GetMaterialQuality();
				++quality;
				if (quality > QUALITY_HIGH)
					quality = QUALITY_LOW;
				renderer->SetMaterialQuality(quality);
			}

			// Specular lighting
			else if (key == '3')
				renderer->SetSpecularLighting(!renderer->GetSpecularLighting());

			// Shadow rendering
			else if (key == '4')
				renderer->SetDrawShadows(!renderer->GetDrawShadows());

			// Shadow map resolution
			else if (key == '5')
			{
				int shadowMapSize = renderer->GetShadowMapSize();
				shadowMapSize *= 2;
				if (shadowMapSize > 2048)
					shadowMapSize = 512;
				renderer->SetShadowMapSize(shadowMapSize);
			}

			// Shadow depth and filtering quality
			else if (key == '6')
			{
				int quality = renderer->GetShadowQuality();
				++quality;
				if (quality > SHADOWQUALITY_HIGH_24BIT)
					quality = SHADOWQUALITY_LOW_16BIT;
				renderer->SetShadowQuality(quality);
			}

			// Occlusion culling
			else if (key == '7')
			{
				bool occlusion = renderer->GetMaxOccluderTriangles() > 0;
				occlusion = !occlusion;
				renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0);
			}

			// Instancing
			else if (key == '8')
				renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing());


		}

	}
void GameApplication::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
	using namespace KeyDown;

	int key = eventData[P_KEY].GetInt();
	list<CHANGE_ORDER> changes;
	//显示与内存中上下相反
	if (key == 'W')
	{
		gameData_.OnDown(changes);
		UpdateShow();
	}
	if (key == 'S')
	{
		gameData_.OnUp(changes);
		UpdateShow();
	}
	if (key == 'A')
	{
		gameData_.OnLeft(changes);
		UpdateShow();
	}
	if (key == 'D')
	{
		gameData_.OnRight(changes);
		UpdateShow();
	}

	// Close console (if open) or exit when ESC is pressed
	if (key == KEY_ESC)
	{
		Console* console = GetSubsystem<Console>();
		if (!console->IsVisible())
			engine_->Exit();
		else
			console->SetVisible(false);
	}

	// Toggle console with F1
	else if (key == KEY_F1)
		GetSubsystem<Console>()->Toggle();

	// Toggle debug HUD with F2
	else if (key == KEY_F2)
		GetSubsystem<DebugHud>()->ToggleAll();

	// Common rendering quality controls, only when UI has no focused element
	else if (!GetSubsystem<UI>()->GetFocusElement())
	{
		Renderer* renderer = GetSubsystem<Renderer>();

		// Texture quality
		if (key == '1')
		{
			int quality = renderer->GetTextureQuality();
			++quality;
			if (quality > QUALITY_HIGH)
				quality = QUALITY_LOW;
			renderer->SetTextureQuality(quality);
		}

		// Material quality
		else if (key == '2')
		{
			int quality = renderer->GetMaterialQuality();
			++quality;
			if (quality > QUALITY_HIGH)
				quality = QUALITY_LOW;
			renderer->SetMaterialQuality(quality);
		}

		// Specular lighting
		else if (key == '3')
			renderer->SetSpecularLighting(!renderer->GetSpecularLighting());

		// Shadow rendering
		else if (key == '4')
			renderer->SetDrawShadows(!renderer->GetDrawShadows());

		// Shadow map resolution
		else if (key == '5')
		{
			int shadowMapSize = renderer->GetShadowMapSize();
			shadowMapSize *= 2;
			if (shadowMapSize > 2048)
				shadowMapSize = 512;
			renderer->SetShadowMapSize(shadowMapSize);
		}

		// Shadow depth and filtering quality
		else if (key == '6')
		{
			int quality = renderer->GetShadowQuality();
			++quality;
			if (quality > SHADOWQUALITY_HIGH_24BIT)
				quality = SHADOWQUALITY_LOW_16BIT;
			renderer->SetShadowQuality(quality);
		}

		// Occlusion culling
		else if (key == '7')
		{
			bool occlusion = renderer->GetMaxOccluderTriangles() > 0;
			occlusion = !occlusion;
			renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0);
		}

		// Instancing
		else if (key == '8')
			renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing());
	}
}