void MapManager::reinit() { // dump all grid elements that have been created std::list<GridElement*> list; while (!gridElements.empty()) { list=gridElements.front(); while(!list.empty()) { delete list.front(); list.erase(list.begin()); } gridElements.erase(gridElements.begin()); } // put <MAPSIZE> lists back into grid element gridElements.reserve(mapWidth*mapHeight); int i; for(i=0; i < mapHeight * mapWidth; i++) { gridElements.push_back( std::list<GridElement* >()); } // dump our list of temp gridElements while(!reserve.empty()) { GridElement* temp = (*reserve.begin()).first; reserve.erase(reserve.begin()); delete temp; } // the event queue got reset - reregister ourself registerListeners(); }
void GraphicsManager::init() { IdManager::get().setThreadName("Graphics Thread"); m_root = new Root( m_resourcePath + "plugins.cfg", m_resourcePath + "ogre.cfg", m_resourcePath + "ogre.log" ); setupResources(); if(!m_root->restoreConfig()) m_root->showConfigDialog(); m_window = m_root->initialise(true, "CoA JnR"); assert(m_window && "window not created propperly"); m_sceneManager = m_root->createSceneManager(ST_GENERIC); //m_sceneManager = m_root->createSceneManager(ST_EXTERIOR_CLOSE); //m_sceneManager = m_root->createSceneManager("TerrainSceneManager"); m_viewport = m_window->addViewport(0); m_viewport->setBackgroundColour(ColourValue( 0, 0, 0)); TextureManager::getSingleton().setDefaultNumMipmaps(5); ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); m_debugOverlayFrameListener = new DebugOverlayFrameListener(m_window); m_initialized = true; m_sceneManager->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE); // m_sceneManager->setShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE); // m_sceneManager->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE); m_sceneManager->setAmbientLight(ColourValue(0.1,0.1,0.1)); registerListeners(); initInputSystem(); }
void LayoutMemory::configChanged() { // this->layoutMap.clear(); // if needed this will be done on layoutMapChanged event unregisterListeners(); registerListeners(); }
LayoutMemory::LayoutMemory(const KeyboardConfig& keyboardConfig_): prevLayoutList(X11Helper::getLayoutsList()), keyboardConfig(keyboardConfig_) { registerListeners(); }
MapManager::MapManager(const std::string& fn) : Listener(), parser(XMLParser::getInstance()), numGridElements(0), player(NULL), dummyTile(NULL), tiles(), reserve(), updateTiles(), mapLayers(), gridElements(), tileWidth(), tileHeight(), tileRise(), mapWidth(), mapHeight(), origin(), weather() { // load map into parser parser.parse(fn); // Read in map constants std::stringstream strm; std::map<std::string, std::string> rootData = parser.parseNode(parser.findNodes("map").front()); strm<<rootData[std::string("tilewidth")]; strm >> tileWidth; strm.clear(); strm<<rootData[std::string("tileheight")]; strm >> tileHeight; strm.clear(); strm<<rootData[std::string("tileRise")]; strm >> tileRise; strm.clear(); strm << rootData[std::string("width")]; strm >> mapWidth; strm.clear(); strm<<rootData[std::string("height")]; strm >> mapHeight; strm.clear(); strm<<rootData[std::string("weather")]; strm >> weather; strm.clear(); // Fill vector with appropriate number of lists and then fill it gridElements.reserve(mapWidth*mapHeight); int i; for(i=0; i < mapHeight * mapWidth; i++) { gridElements.push_back( std::list<GridElement* >()); } // Empty tile, used in error handling dummyTile = new Tile(); // Read in tile data createTiles(); // Fill in map structure createLayers(); // coordinate of first tile on bottom layer origin = ( (*(*mapLayers.begin()).begin()).getCoord()) + Vector2f(tileWidth/2,0); // Register with the events we care about registerListeners(); }
void PlayerMovementController::init() { registerListeners(); moving.resize(DIRECTION_UNKNOWN, false); }