void SetFadeInAndOut()
	{
		if( !m_pEffectMgr )
			return;

		m_pEffectMgr->CancelEffect( m_RectFadein );
		m_pEffectMgr->CancelEffect( m_TextFadein );
		m_pEffectMgr->CancelEffect( m_RectFadeout );
		m_pEffectMgr->CancelEffect( m_TextFadeout );

		m_pEffectMgr->SetTimeOffset();

		if( m_pRect )
		{
			m_RectFadein  = m_pEffectMgr->ChangeAlphaTo( m_pRect, 0.0, 0.2, 0, 1.0f, 0 ); // fade in
			m_RectFadeout = m_pEffectMgr->ChangeAlphaTo( m_pRect, 3.0, 3.2, 0, 0.0f, 0 ); // fade out
		}

		if( m_pText )
		{
			m_TextFadein  = m_pEffectMgr->ChangeAlphaTo( m_pText, 0.0, 0.2, 0, 1.0f, 0 ); // fade in
			m_TextFadeout = m_pEffectMgr->ChangeAlphaTo( m_pText, 3.0, 3.2, 0, 0.0f, 0 ); // fade out

		}

	}
	~CStdInputDeviceStateCallback()
	{
		using namespace boost;

		if( !m_pEffectMgr )
			return;

		shared_ptr<GraphicsElementManager> pElementMgr = m_pEffectMgr->GetGraphicsElementManager();

		shared_ptr<GraphicsElement> pElems[] = { m_pRect, m_pText };
		pElementMgr->RemoveElement( pElems[0] );
		pElementMgr->RemoveElement( pElems[1] );
	}
	void Init()
	{
		using namespace boost;

		if( !m_pEffectMgr )
			return;

		// create graphics elements for the notification bar that tells
		// the state of the input device when they are plugged, initialized, etc.
		shared_ptr<GraphicsElementManager> pElementMgr = m_pEffectMgr->GetGraphicsElementManager();

		SRect rect = GraphicsComponent::RectAtCenterBottom( 800, 40, 30 );
		int layer = 10;
		m_pRect
			= pElementMgr->CreateRect(
			rect,
			SFloatRGBAColor( 0.2f, 0.2f, 0.2f, 0.7f ),
			SFloatRGBAColor( 1.0f, 1.0f, 1.0f, 0.9f ),
			4,
			layer
			);

		int font_id = 0;
		m_pText
			= pElementMgr->CreateText( font_id,
			"Display input device state here.",
			rect,
			TextElement::TAL_CENTER,
			TextElement::TAL_CENTER,
			SFloatRGBAColor( 1.0f, 1.0f, 1.0f, 0.9f ),
			0, 0, // font width & height - set to 0 to use the default font size
			layer - 3
			);

		// Hide the elements - show only when input device events are received.
		m_pRect->SetAlpha( 0, 0.0f );
		m_pText->SetAlpha( 0, 0.0f );
	}
Example #4
0
void LightingAppTask::DisplayEntityPositions( GraphicsElementAnimationManager& animated_graphics_manager )
{
	AABB3 aabb;
	aabb.vMin = Vector3(1,1,1) * (-100.0f);
	aabb.vMax = Vector3(1,1,1) * (100.0f);
	vector<CCopyEntity *> pEntities;
	OverlapTestAABB aabb_test( aabb, &pEntities );
	m_pStage->GetEntitySet()->GetOverlappingEntities( aabb_test );

	shared_ptr<GraphicsElementManager> pElementMgr = animated_graphics_manager.GetGraphicsElementManager();

	static vector< shared_ptr<FrameRectElement> > pFrameRects;
	const size_t num_max_frame_rects = 128;
	const int frame_width = 4;
	int rect_edge_length = 50;
	int layer = 0;
	if( pFrameRects.empty() )
	{
		pFrameRects.resize( num_max_frame_rects );
		for( size_t i=0; i<pFrameRects.size(); i++ )
			pFrameRects[i] = pElementMgr->CreateFrameRect( SRect(0,0,rect_edge_length,rect_edge_length), SFloatRGBAColor(0,0,0,0), frame_width, layer );
	}

	for( size_t i=0; i<pFrameRects.size(); i++ )
	{
		pFrameRects[i]->SetLocalTopLeftPos( Vector2(500,20) );
		pFrameRects[i]->SetColor( 0, SFloatRGBAColor(0,0,0,0) );
	}
	
	static int s_layer = 10;
	for( size_t i=0; i<pFrameRects.size(); i++ )
		pFrameRects[i]->SetLayer( s_layer );

	size_t num_displayed_entities = 0;
	const size_t num_entities = pEntities.size();
	for( size_t i=0; i<num_entities; i++ )
	{

		if( num_displayed_entities == pFrameRects.size() )
			break;

		if( !pEntities[i] )
			continue;

		bool entity_is_in_camera = GetCamera().ViewFrustumIntersectsWith( Sphere( pEntities[i]->GetWorldPosition(), 0.1f ) );
		if( !entity_is_in_camera )
			continue;

		bool is_light_entity = false;
		const uint archive_id = pEntities[i]->GetBaseEntity()->GetArchiveObjectID();
		if( archive_id == BaseEntity::BE_POINTLIGHT
		 || archive_id == BaseEntity::BE_DIRECTIONALLIGHT )
		{
			is_light_entity = true;
		}
		else if( pEntities[i]->bNoClip )
			continue;
		else
			is_light_entity = false;

		Vector2 pos = CalculateScreenCoordsFromWorldPosition( GetCamera(), pEntities[i]->GetWorldPosition() );
//		Vector2 pos = Vector2(0,0);
//		clamp( pos.x, 0.0f, 800.0f );
//		clamp( pos.y, 0.0f, 600.0f );

		if( 0 <= pos.x && pos.x <= GraphicsComponent::GetReferenceScreenWidth()
		 && 0 <= pos.y && pos.y <= GraphicsComponent::GetReferenceScreenHeight() )
		{
			// display the entity position
			Vector2 top_left_pos = pos - Vector2((float)rect_edge_length,(float)rect_edge_length) * 0.5f;
			pFrameRects[num_displayed_entities]->SetLocalTopLeftPos( top_left_pos );

			SFloatRGBAColor color = is_light_entity ? SFloatRGBAColor(1.0f,0.6f,0.6f,0.7f) : SFloatRGBAColor(0.6f,1.0f,0.6f,0.7f);
			pFrameRects[num_displayed_entities]->SetColor( 0, color );
			num_displayed_entities++;
		}
	}
}