//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application65::OnCreateScene(SceneContainer &cContainer)
{
	// Create a scene node with the soldier mesh
	cContainer.Create("PLScene::SNMesh", "Soldier", "Position=\"0.0 -0.7 -4.0\" Scale=\"0.008 0.008 0.008\" Mesh=\"Data/Meshes/Soldier.mesh\"");

	// Create a nice particle effect behind the soldier
	cContainer.Create("PLParticleGroups::PGMagic2", "Magic2", "Position=\"0.0 0.0 -25.0\"");

	// Create a moving light source to illuminate the scene
	cContainer.Create("PLScene::SNPointLight", "Light", "Position=\"1.0 2.0 -2.0\" Flags=\"Flares|Corona|Blend\" Range=\"15.0\"");

	// Create a camera - this time we increase the camera FOV to get a better space feeling :)
	SceneNode *pCamera = cContainer.Create("PLScene::SNCamera", "FixedCamera", "Position=\"0.0 0.0 -2.5\" Rotation=\"0.0 180.0 0.0\" FOV=\"60\"");
	if (pCamera && pCamera->IsInstanceOf("PLScene::SNCamera")) {
		// Make this to our main scene camera
		SetCamera(reinterpret_cast<SNCamera*>(pCamera));

		// Get class list of all available post process scene node modifiers
		m_lstModifierClasses.Clear();
		ClassManager::GetInstance()->GetClasses(m_lstModifierClasses, "PLCompositing::SNMPostProcess", Recursive, NoBase, NoAbstract);

		// 'Activate' the first effect
		if (m_lstModifierClasses.GetNumOfElements())
			pCamera->AddModifier(m_lstModifierClasses[m_nCurrentSelectedModifier]->GetClassName());
	}

	// Setup scene surface painter
	SurfacePainter *pPainter = GetPainter();
	if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
		SPScene *pSPScene = static_cast<SPScene*>(pPainter);
		pSPScene->SetRootContainer(cContainer.GetContainer());
		pSPScene->SetSceneContainer(&cContainer);
	}

	// Within the parent container...
	SceneContainer *pContainer = cContainer.GetContainer();
	if (pContainer) {
		// Add our information text scene nodes
		SceneNode *pInfoText = pContainer->Create("PLScene::SceneContainer", "InfoText", "Flags=\"NoCulling\"");
		if (pInfoText && pInfoText->IsInstanceOf("PLScene::SceneContainer")) {
			SceneContainer *pInfoTextContainer = static_cast<SceneContainer*>(pInfoText);
			pInfoTextContainer->Create("PLScene::SNText2D", '0', "Position=\"0.01 0.01\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("'F1'        = Show/hide this help text")       + '\"');
			pInfoTextContainer->Create("PLScene::SNText2D", '1', "Position=\"0.01 0.03\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("'Space'     = Enable/disable post processing") + '\"');
			pInfoTextContainer->Create("PLScene::SNText2D", '2', "Position=\"0.01 0.05\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("'1-7'       = Custom post process effects")    + '\"');
			pInfoTextContainer->Create("PLScene::SNText2D", '3', "Position=\"0.01 0.07\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("'Page up'   = Next post process effect")       + '\"');
			pInfoTextContainer->Create("PLScene::SNText2D", '4', "Position=\"0.01 0.09\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("'Page down' = Previous post process effect")   + '\"');
		}
	}

	// Set scene container
	SetScene(&cContainer);
}
Exemple #2
0
/**
*  @brief
*    Loads/reloads the sound
*/
void SNMSound::Load()
{
	// Destroy currently used sound source
	Source *pSS = static_cast<Source*>(m_pSoundSourceHandler->GetResource());
	if (pSS)
		delete pSS;

	// Get the PL sound container this scene node is in
	SceneContainer *pContainer = GetSceneNode().GetContainer();
	while (pContainer && !pContainer->IsInstanceOf("PLSound::SCSound"))
		pContainer = pContainer->GetContainer();
	if (pContainer) {
		SoundManager *pSoundManager = static_cast<SCSound*>(pContainer)->GetSoundManager();
		if (pSoundManager) {
			Source *pSoundSource = pSoundManager->CreateSoundSource(pSoundManager->CreateSoundBuffer(m_sSound, (GetFlags() & Stream) != 0));
			m_pSoundSourceHandler->SetResource(pSoundSource);
			pSoundSource->SetAttribute(Source::Position, GetSceneNode().GetTransform().GetPosition());
			pSoundSource->SetVolume(m_fVolume);
			pSoundSource->Set2D((GetFlags() & No3D) != 0);
			pSoundSource->SetLooping(!(GetFlags() & NoLoop));
			pSoundSource->SetPitch(m_fPitch);
			pSoundSource->SetReferenceDistance(m_fReferenceDistance);
			pSoundSource->SetMaxDistance(m_fMaxDistance);
			pSoundSource->SetRolloffFactor(m_fRolloffFactor);
			OnPosition();
			if (!(GetFlags() & NoStartPlayback))
				pSoundSource->Play();
		}
	}
}
/**
*  @brief
*    Returns the target position within the container space of the owner node
*/
bool SNMRotationTarget::GetTargetPosition(Vector3 &vPos) const
{
	// Target scene node given?
	if (Target.Get().GetLength()) {
		// Get the target scene node
		const SceneNode *pTarget;
		if (GetSceneNode().GetContainer())
			pTarget = GetSceneNode().GetContainer()->GetByName(Target.Get());
		else {
			// This must be the root :()
			pTarget = static_cast<const SceneContainer&>(GetSceneNode()).GetByName(Target.Get());
		}
		if (pTarget) {
			// Set the position of the attached node
			vPos = pTarget->GetTransform().GetPosition();

			// Are we in luck and the target is within the same container as the owner node?
			if (GetSceneNode().GetContainer() != pTarget->GetContainer()) {
				// Nope, we have to translate the position into the correct space :(
				SceneContainer *pContainer = pTarget->GetContainer();
				while (pContainer) {
					vPos *= pContainer->GetTransform().GetMatrix();
					pContainer = pContainer->GetContainer();
				}

				// To container space of the owner node
				pContainer = GetSceneNode().GetContainer();
				Stack<SceneContainer*> lstStack;
				while (pContainer) {
					lstStack.Push(pContainer);
					pContainer = pContainer->GetContainer();
				}
				while (lstStack.GetNumOfElements()) {
					pContainer = lstStack.Top();
					lstStack.Pop();
					vPos *= pContainer->GetTransform().GetInverseMatrix();
				}
			}

			// Done
			return true;
		}
	}

	// Error - no valid target scene node, no target rotation :(
	return false;
}
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application66::OnCreateScene(SceneContainer &cContainer)
{
	// Set scene container flags
	cContainer.SetFlags(SceneNode::NoCulling);

	// Setup scene surface painter
	SurfacePainter *pPainter = GetPainter();
	if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
		SPScene *pSPScene = static_cast<SPScene*>(pPainter);
		pSPScene->SetRootContainer(cContainer.GetContainer());
		pSPScene->SetSceneContainer(&cContainer);
	}

	// Within the parent container...
	SceneContainer *pContainer = cContainer.GetContainer();
	if (pContainer) {
		// Create a 'ingame'-GUI scene node
		const SNGui *pGuiSceneNode = static_cast<SNGui*>(pContainer->Create("PLFrontendPLGui::SNGui", "GUI"));
		if (pGuiSceneNode) {
			// Setup the GUI
			Gui *pGui = pGuiSceneNode->GetGui();
			if (pGui) {
				// Create the GUI font
				if (!GuiFont) {
					GuiFont = new Font(*pGui);
					GuiFont->LoadFromFile("Data/Fonts/LinLibertine_Re-2.7.9.9.otf", 18);
				}

				// Set GUI options
				pGui->SetMouseVisible(false);

				// Create ingame GUI container
				m_pIngameGui = new IngameGui(*this, pGui->GetRootWidget());
				m_pIngameGui->SetSize(Vector2i(1024, 768));
				m_pIngameGui->SetBackgroundColor(PLGraphics::Color4::Transparent);
				m_pIngameGui->SetFocus();
				m_pIngameGui->SetVisible(true);
			}
		}
	}

	// Set scene container
	SetScene(&cContainer);
}
Exemple #5
0
/**
*  @brief
*    Returns the sound container this sound is in
*/
SCSound *SNMSound::GetSoundContainer() const
{
	// Get the PL sound container this scene node is in
	SceneContainer *pContainer = GetSceneNode().GetContainer();
	while (pContainer && !pContainer->IsInstanceOf("PLSound::SCSound"))
		pContainer = pContainer->GetContainer();

	// Done
	return (pContainer && pContainer->IsInstanceOf("PLSound::SCSound")) ? static_cast<SCSound*>(pContainer) : nullptr;
}
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application67::OnCreateScene(SceneContainer &cContainer)
{
	// Create a scene container with our 'concrete sound scene' using the default sound API
	SceneNode *pSceneContainerNode = cContainer.Create("PLSound::SCSound", "SoundScene");
	if (pSceneContainerNode && pSceneContainerNode->IsInstanceOf("PLScene::SceneContainer")) {
		SceneContainer *pSceneContainer = static_cast<SceneContainer*>(pSceneContainerNode);

		// Protect this important container!
		pSceneContainer->SetProtected(true);

		// Populate the scene container
		// Setup scene surface painter
		SurfacePainter *pPainter = GetPainter();
		if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
			SPScene *pSPScene = static_cast<SPScene*>(pPainter);
			pSPScene->SetRootContainer(cContainer.GetContainer());
			pSPScene->SetSceneContainer(pSceneContainer);

			// Get the scene context
			SceneContext *pSceneContext = GetSceneContext();
			if (pSceneContext) {
				// Create us a scene renderer
				SceneRenderer *pSceneRenderer = pSceneContext->GetSceneRendererManager().Create("2DGame");
				if (pSceneRenderer) {
					// Add begin scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPBegin", "Begin", "TextureFormat=\"R8G8B8A8\" Flags=\"Inactive\"");

					// Add our own scene renderer pass
					pSceneRenderer->Create("SRP2DGame", "2DGame");

					// Add post processing scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPPostProcessing", "PostProcessing");

					// Add end scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPEnd", "End");

					// Make this scene renderer to the default scene renderer of our scene surface painter
					pSPScene->SetDefaultSceneRenderer(pSceneRenderer->GetName());
				}
			}
		}

		// Set scene container
		SetScene(pSceneContainer);

		// Start the game
		Restart();
	}
}
Exemple #7
0
/**
*  @brief
*    Returns the gravity vector
*/
Vector3 PGPhysics::GetGravity() const
{
	// Get the PL physics world this scene node is in
	SceneContainer *pContainer = GetContainer();
	while (pContainer && !pContainer->IsInstanceOf("PLPhysics::SCPhysicsWorld"))
		pContainer = pContainer->GetContainer();

	// Get the gravity vector
	Vector3 vGravity;
	if (pContainer && static_cast<SCPhysicsWorld*>(pContainer)->GetWorld())
		static_cast<SCPhysicsWorld*>(pContainer)->GetWorld()->GetGravity(vGravity);
	else
		vGravity.SetXYZ(0.0f, -9.81f, 0.0f);

	// Return the gravity vector
	return vGravity;
}
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application70::OnCreateScene(SceneContainer &cContainer)
{
	// Create a camera
	SceneNode *pCamera = cContainer.Create("PLScene::SNCamera", "FreeCamera", "Position=\"1 2 -3\" Rotation=\"25 210 0\"");
	if (pCamera && pCamera->IsInstanceOf("PLScene::SNCamera")) {
		// Make this to our main scene camera
		SetCamera(reinterpret_cast<SNCamera*>(pCamera));

		// Add a controller modifier so we can look around the camera by using a default control
		pCamera->AddModifier("PLEngine::SNMEgoLookController");

		// Add a controller modifier so we can move around the camera by using a default control
		pCamera->AddModifier("PLEngine::SNMMoveController");
	}

	// Create the floor
	cContainer.Create("PLScene::SNMesh", "Floor", "Position=\"0 0 -5\" Scale=\"4 0.1 4\" Mesh=\"Default\"");

	// Create an instance of the fire particle effect scene node
	cContainer.Create("SNFireSample", "Fire", "Position=\"0.5 0.3 -5\" Scale=\"0.1 0.1 0.1\"");

	// Create an instance of the basic particle effect scene node
	cContainer.Create("SNBasicSample", "Basic", "Position=\"-0.5 0.1 -8\" Scale=\"0.5 0.5 0.5\"");

	// Create an instance of the gravitation particle effect scene node
	cContainer.Create("SNGravitationSample", "Gravitation", "Position=\"-1 1 -5\" Scale=\"0.5 0.5 0.5\"");

	// Create an instance of the galaxy particle effect scene node
	cContainer.Create("SNGalaxySample", "Galaxy", "Position=\"-3 0.5 -8\" Scale=\"0.5 0.5 0.5\"");

	// Setup scene surface painter
	SurfacePainter *pPainter = GetPainter();
	if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
		SPScene *pSPScene = static_cast<SPScene*>(pPainter);
		pSPScene->SetRootContainer(cContainer.GetContainer());
		pSPScene->SetSceneContainer(&cContainer);
	}

	// Set scene container
	SetScene(&cContainer);
}
/**
*  @brief
*    Function that is called to create the application's scene container
*/
void EngineApplication::OnCreateScene(SceneContainer &cContainer)
{
	// [TODO] Load 'm_sSceneFilename' if provided

	// Set scene container flags
	cContainer.SetFlags(SceneNode::NoCulling);

	// Setup scene surface painter
	SurfacePainter *pPainter = GetPainter();
	if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
		SPScene *pSPScene = static_cast<SPScene*>(pPainter);
		pSPScene->SetRootContainer(cContainer.GetContainer());
		pSPScene->SetSceneContainer(&cContainer);
	}

	// Configure scene and set the currently used application camera
	SetCamera(SceneCreator::ConfigureScene(cContainer, "PLEngine::SceneCreatorDefault"));

	// Set scene container
	SetScene(&cContainer);
}
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application64::OnCreateScene(SceneContainer &cContainer)
{
	// Create a camera
	SceneNode *pCamera = cContainer.Create("PLScene::SNCamera", "FreeCamera", "Position=\"1 2 -3\" Rotation=\"25 210 0\"");
	if (pCamera && pCamera->IsInstanceOf("PLScene::SNCamera")) {
		// Make this to our main scene camera
		SetCamera(reinterpret_cast<SNCamera*>(pCamera));
	}

	// Create a scene node with the soldier mesh - in debug mode, show some fancy technical visualizations
	SceneNode *pSceneNode = cContainer.Create("PLScene::SNMesh", "Soldier", "Position=\"0.0 0.1 -5.0\" Scale=\"0.008 0.008 0.008\" Mesh=\"Data/Meshes/Soldier.mesh\" DebugFlags=\"DebugShowWireframe|DebugShowJoints|DebugShowJointNames|DebugShowSkeleton\"");
	if (pSceneNode) {
		// Rotate the soldier
		pSceneNode->AddModifier("PLScene::SNMRotationLinearAnimation", "Velocity=\"0 10 0\"");

		// Playback the animation named "walk_0" letting the soldier walk
		pSceneNode->AddModifier("PLScene::SNMMeshAnimation", "Name=\"walk_0\"");

		// Animate the morph target named "blink" letting the soldier blink from time to time
		pSceneNode->AddModifier("PLScene::SNMMeshMorphBlink", "Name=\"blink\"");
	}

	// Create the floor
	cContainer.Create("PLScene::SNMesh", "Floor", "Position=\"0.0 0.0 -5.0\" Rotation=\"0.0 180.0 0.0\" Scale=\"4.0 0.1 4.0\" Mesh=\"Default\"");

	// Setup scene surface painter
	SurfacePainter *pPainter = GetPainter();
	if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
		SPScene *pSPScene = static_cast<SPScene*>(pPainter);
		pSPScene->SetRootContainer(cContainer.GetContainer());
		pSPScene->SetSceneContainer(&cContainer);
	}

	// Set scene container
	SetScene(&cContainer);

	// Create the picking component
	m_pMyPicking = new MyPicking(*this);
}
bool EngineApplication::LoadScene(const String &sFilename)
{
	// Get the scene container holding our scene
	SceneContainer *pContainer = GetScene();
	if (!pContainer)
		return false; // Error! (should NEVER happen...)

	// Disable the ingame GUI
	SceneNode *pGui = pContainer->GetContainer()->GetByName("GUI");
	if (pGui)
		pGui->SetActive(false);

	// Clear the scene, after calling this method the scene is empty
	ClearScene();

	// Load the scene
	bool bResult = pContainer->LoadByFilename(sFilename);
	if (bResult) {
		// Set a null pointer camera and default scene renderer
		m_sDefaultSceneRenderer		= "";
		m_sSceneRendererVariables	= "";
		m_sClearColor				= "";
		m_sStartCamera				= "";
		m_pFirstFoundCamera			= nullptr;
		m_bHasLoadScreen			= false;

		// Get scene surface painter
		SurfacePainter *pPainter = GetPainter();
		if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
			// Assign the first found camera scene node to your surface listener and look for
			// known key/value data scene nodes
			SceneQuery *pSceneQuery = pContainer->CreateQuery("PLScene::SQEnumerate");
			if (pSceneQuery) {
				// Connect event handler
				pSceneQuery->SignalSceneNode.Connect(EventHandlerSceneNode);

				// Perform the query
				pSceneQuery->PerformQuery();

				// Destroy the query
				pContainer->DestroyQuery(*pSceneQuery);
			}

			// Set to default scene renderer?
			if (!m_sDefaultSceneRenderer.GetLength())
				m_sDefaultSceneRenderer = DefaultSceneRenderer;

			// Sets all scene renderer pass attribute values to their default value
			GetSceneRendererTool().SetDefaultValues();

			// Set the used scene renderer
			GetSceneRendererTool().SetSceneRenderer(pContainer, m_sDefaultSceneRenderer, DefaultSceneRenderer);

			// Set clear color
			GetSceneRendererTool().SetPassAttribute("Begin", "ColorClear", m_sClearColor);

			// Set scene renderer variables
			if (m_sSceneRendererVariables.GetLength())
				GetSceneRendererTool().SetValues(m_sSceneRendererVariables);

			// Is there a given start camera?
			SceneNode *pCamera = nullptr;
			if (m_sStartCamera.GetLength()) {
				SceneNode *pStartCamera = pContainer->GetByName(m_sStartCamera);
				if (pStartCamera && pStartCamera->IsCamera())
					pCamera = pStartCamera;
			}

			// Use the first found camera?
			if (!pCamera)
				pCamera = m_pFirstFoundCamera;

			// Activate the current used camera by default
			if (pCamera)
				pCamera->SetActive(true);

			// Assign this camera to the scene renderer and to the application
			SetCamera(reinterpret_cast<SNCamera*>(pCamera));
		}

		// Emit the scene loading has been finished successfully event
		SignalSceneLoadingFinished();
	}

	// Enable the ingame GUI
	if (pGui)
		pGui->SetActive(true);

	// Done
	return bResult;
}
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application61::OnCreateScene(SceneContainer &cContainer)
{
	// Set no scene container as default
	SetScene(nullptr);

	// Sound API given?
	if (m_sSoundAPI.GetLength()) {
		// Create a scene container with our 'concrete sound scene' using the chosen sound API
		SceneNode *pSceneContainerNode = cContainer.Create("PLSound::SCSound", "SoundScene", "SoundAPI=\"" + m_sSoundAPI + "\" Pitch=\"" + Timing::GetInstance()->GetTimeScaleFactor() + '\"');
		if (pSceneContainerNode && pSceneContainerNode->IsInstanceOf("PLScene::SceneContainer")) {
			SceneContainer *pSceneContainer = static_cast<SceneContainer*>(pSceneContainerNode);

			// Protect this important container!
			pSceneContainer->SetProtected(true);

			// Set scene container
			SetScene(pSceneContainer);

			// Populate the scene container
			// Create a camera
			SceneNode *pCamera = pSceneContainer->Create("PLScene::SNCamera", "FreeCamera", "Position=\"0.0 -1.5 1.4\" Rotation=\"-14.0 180.0 0.0\"");
			if (pCamera && pCamera->IsInstanceOf("PLScene::SNCamera")) {
				// Make this to our main scene camera
				SetCamera(reinterpret_cast<SNCamera*>(pCamera));

				// Add a controller modifier so we can look around the camera by using a default control
				pCamera->AddModifier("PLEngine::SNMEgoLookController");

				// Add a controller modifier so we can move around the camera by using a default control
				pCamera->AddModifier("PLEngine::SNMMoveController", "Speed=\"2\"");

				// Make this camera to the 'sound listener'
				pSceneContainer->SetAttribute("Listener", pCamera->GetName());
			}

			// Create the floor
			pSceneContainer->Create("PLScene::SNMesh", "Floor", "Position=\"0.0 -2.1 -5.0\" Rotation=\"0.0 180.0 0.0\" Scale=\"4.0 0.1 4.0\" Mesh=\"Default\"");

			// Create a box on the floor
			pSceneContainer->Create("PLScene::SNMesh", "Box", "Position=\"0.0 -1.5 -5.0\" Scale=\"0.5 0.5 0.5\" Mesh=\"Default\"");

			// Create rain particles and rain sound
			pSceneContainer->Create("PLParticleGroups::PGRain", "Rain", "Position=\"0.0 15.0 -5.0\" Flags=\"ForceUpdate\" MediumSize=\"3\"");
			pSceneContainer->Create("PLSound::SNSound", "RainSound", "Sound=\"Data/Sounds/Rain.ogg\" Volume=\"0.2\"");

			// Create the soldier walking in the rain :)
			SceneNode *pSoldier = pSceneContainer->Create("PLScene::SNMesh", "Soldier", "Position=\"0.0 -1.5 -5.0\" Scale=\"0.007 0.007 0.007\" Mesh=\"Data/Meshes/Soldier.mesh\"");
			if (pSoldier) {
				// Add animation modifier
				pSoldier->AddModifier("PLScene::SNMMeshAnimation", "Name=\"walk_0\" Speed=\"2\"");

				// Let the soldier walk on a path...
				pSoldier->AddModifier("PLScene::SNMPositionPath", "Filename=\"Data/Misc/61Sound_Soldier.path\" Speed=\"0.5\" Flags=\"NodeIndexProgress\" Interpolation=\"CatmullRomCurve\"");

				// ... and we should look into the direction he's moving
				pSoldier->AddModifier("PLScene::SNMRotationMoveDirection");

				// Link a footsteps sound to the soldier
				pSoldier->AddModifier("PLSound::SNMSound","Sound=\"Data/Sounds/Walking.ogg\"");
			}

			// Setup scene surface painter
			SurfacePainter *pPainter = GetPainter();
			if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
				SPScene *pSPScene = static_cast<SPScene*>(pPainter);
				pSPScene->SetRootContainer(cContainer.GetContainer());
				pSPScene->SetSceneContainer(pSceneContainer);
			}

			// Within the parent container...
			SceneContainer *pContainer = pSceneContainer->GetContainer();
			if (pContainer) {
				// Get/add our information text scene nodes
				SceneNode *pInfoText = pContainer->Create("PLScene::SceneContainer", "InfoText", "Flags=\"NoCulling\"");
				if (pInfoText && pInfoText->IsInstanceOf("PLScene::SceneContainer")) {
					SceneContainer *pInfoTextContainer = static_cast<SceneContainer*>(pInfoText);

					// The name of the used sound API
					pInfoTextContainer->Create("PLScene::SNText2D", "SoundAPI", "Position=\"0.01 0.01\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("Sound API: ") + GetSoundAPI() + '\"');

					// Draw keys information
					pInfoTextContainer->Create("PLScene::SNText2D", "Keys",      "Position=\"0.01 0.04\" Flags=\"No3DPosition|NoCenter\" Text=\"" + PLT("Keys:")                      + '\"');
					pInfoTextContainer->Create("PLScene::SNText2D", "TimeScale", "Position=\"0.06 0.08\" Flags=\"No3DPosition|NoCenter\"");
					UpdateTimeScaleTextNode();
				}
			}
		}
	}
}