void Menu::showQuestLogEntries() { Ogre::OverlayManager* om = Ogre::OverlayManager::getSingletonPtr(); if (om==NULL) return; Ogre::OverlayContainer* panel = static_cast<Ogre::OverlayContainer*>( om->getOverlayElement(cQuestLogOverlay+"/Panel")); if (panel==NULL) { std::cout << "Menu::showQuestLogEntries: ERROR: Panel not found!\n"; return; }//if std::vector<QLogEntry> entries = QuestLog::getSingleton().listQuestEntries(m_QuestLogOffset, cQuestLogEntriesPerPage); if (m_QuestLogOffset>0 and entries.empty()) { //reset offset, because we've gone too far, and fetch entries again m_QuestLogOffset = 0; entries = QuestLog::getSingleton().listQuestEntries(m_QuestLogOffset, cQuestLogEntriesPerPage); } Ogre::TextAreaOverlayElement* text_elem = NULL; const Ogre::FontPtr glyphs = Ogre::FontManager::getSingleton().getByName("Console"); unsigned int i; //create text areas for entries for (i=0; i<entries.size(); ++i) { text_elem = static_cast<Ogre::TextAreaOverlayElement*>( om->createOverlayElement("TextArea", cQuestLogOverlay+"/"+IntToString(i))); text_elem->setMetricsMode(Ogre::GMM_RELATIVE); text_elem->setPosition(0.025, cQuestLogEntryHeight*i+0.5*cQuestLogEntryHeight); text_elem->setDimensions(0.725, cQuestLogEntryHeight); text_elem->setAlignment(Ogre::TextAreaOverlayElement::Left); text_elem->setCaption(chopString(Journal::getSingleton().getText(entries[i].questID, entries[i].index), cQuestLogCharHeight, glyphs)); text_elem->setFontName("Console"); text_elem->setColour(Ogre::ColourValue(1.0, 0.5, 0.0)); text_elem->setCharHeight(cQuestLogCharHeight); panel->addChild(text_elem); }//for //delete unneccessary textareas, if present for (i=entries.size(); i<m_QuestLogEntryCount; ++i) { om->destroyOverlayElement(cQuestLogOverlay+"/"+IntToString(i)); }//for m_QuestLogEntryCount = entries.size(); //show notification, if no elements are present yet if (entries.empty()) { text_elem = static_cast<Ogre::TextAreaOverlayElement*>( om->createOverlayElement("TextArea", cQuestLogOverlay+"/0")); text_elem->setMetricsMode(Ogre::GMM_RELATIVE); text_elem->setPosition(0.025, 0.0+0.5*cQuestLogEntryHeight); text_elem->setDimensions(0.725, cQuestLogEntryHeight); text_elem->setAlignment(Ogre::TextAreaOverlayElement::Center); text_elem->setCaption("You don't have any journal entries yet!"); text_elem->setFontName("Console"); text_elem->setColour(Ogre::ColourValue(1.0, 0.5, 0.0)); text_elem->setCharHeight(cQuestLogCharHeight); panel->addChild(text_elem); m_QuestLogEntryCount = 1; }//if }//func
void Menu::killDialogueOverlayLines() { Ogre::OverlayManager* om = Ogre::OverlayManager::getSingletonPtr(); /*If overlay manager is NULL, then it is not present any more and all overlays should already be destroyed at that point. So we can return anyway. */ if (om==NULL) return; Ogre::OverlayContainer* oc = static_cast<Ogre::OverlayContainer*> (om->getOverlayElement(cDialogueOverlay+"/Box")); unsigned int i; for (i=0; i<m_DialogueLineCount; i=i+1) { oc->removeChild(cDialogueOverlay+"/Box/Line"+IntToString(i)); om->destroyOverlayElement(cDialogueOverlay+"/Box/Line"+IntToString(i)); }//for m_DialogueLineCount = 0; }
bit GameVisualScene::init( Game* game ) { game->visualSystem.lockThread(); game->visualSystem.loadResources("InGame"); Ogre::Viewport* vp = game->visualSystem.getPrimaryRenderWindow()->getViewport(0); Ogre::CompositorManager* compositorMgr = Ogre::CompositorManager::getSingletonPtr(); Ogre::CompositorInstance* compositor = compositorMgr->addCompositor(vp,"LuminanceBloom"); compositorMgr->setCompositorEnabled(vp,"LuminanceBloom",true); VisualScene::init(game); Ogre::Light* light = game->visualSystem.getSceneMgr()->createLight("MainLight"); light->setType(Ogre::Light::LT_DIRECTIONAL); light->setPosition(800,900,-550); Ogre::Vector3 dir = -light->getPosition(); dir.normalise(); light->setDirection(dir); light->setSpecularColour(1.0f,1.0f,1.0f); light->setDiffuseColour(0.8f,0.8f,0.8f); //light->setSpotlightRange(Ogre::Degree(50), Ogre::Degree(75)); light->setPowerScale(1.0f); light->setCastShadows(true); //Ogre::LiSPSMShadowCameraSetup* cameraSetup = new Ogre::LiSPSMShadowCameraSetup; //game->visualSystem.getSceneMgr()->setShadowCameraSetup(Ogre::ShadowCameraSetupPtr(cameraSetup)); game->visualSystem.getSceneMgr()->getRootSceneNode()->attachObject(light); game->visualSystem.getSceneMgr()->setAmbientLight(Ogre::ColourValue(0.1,0.90,0.75)); //game->visualSystem.getSceneMgr()->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE); game->visualSystem.getSceneMgr()->setShadowTextureSize(1024); //game->visualSystem.getSceneMgr()->setShadowTextureSettings(1024,2); game->visualSystem.getSceneMgr()->setShadowFarDistance(24); game->visualSystem.getSceneMgr()->setShadowDirLightTextureOffset(0.05); game->visualSystem.getSceneMgr()->setShadowTextureSelfShadow(false); game->visualSystem.getSceneMgr()->setShadowColour( Ogre::ColourValue(0.75f, 0.75f, 0.75f) ); game->visualSystem.getSceneMgr()->setSkyBox(true,"skybox",1000); game->visualSystem.getSceneMgr()->setShadowTextureCasterMaterial("depthShadowMapCasterMaterial"); //game->visualSystem.getSceneMgr()->setShadowTextureCasterMaterial("VarianceShadowMapping/ShadowCaster"); game->visualSystem.getSceneMgr()->setShadowTexturePixelFormat(PF_FLOAT32_R); game->visualSystem.getSceneMgr()->setShadowCasterRenderBackFaces(true); game->visualSystem.getSceneMgr()->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED); Bridge* bridge = new Bridge(game); bridge->init("bridge"); RoadBarrier* barrier[20]; for(u32 i=0 ; i<20 ; i++) { barrier[i] = new RoadBarrier(game); barrier[i]->init("barrier"+IntToStr(i)); } hkQuaternion q; q.setAxisAngle(hkVector4(0,1,0),Deg2Rad(90)); barrier[0]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,-50.0),q); barrier[1]->getPhysicsEntity()->setPositionAndRotation(hkVector4(4.5,0.51f,-40.0),q); barrier[2]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,-30.0),q); barrier[3]->getPhysicsEntity()->setPositionAndRotation(hkVector4(1.5,0.51f,-20.0),q); barrier[4]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,-10.0),q); barrier[5]->getPhysicsEntity()->setPositionAndRotation(hkVector4(2.5,0.51f,-70.0),q); barrier[6]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,-90.0),q); barrier[7]->getPhysicsEntity()->setPositionAndRotation(hkVector4(0.5,0.51f,100.0),q); barrier[8]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,110.0),q); barrier[9]->getPhysicsEntity()->setPositionAndRotation(hkVector4(5.5,0.51f,40.0),q); barrier[10]->getPhysicsEntity()->setPositionAndRotation(hkVector4(1.5,0.51f,50.0),q); barrier[11]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,60.0),q); barrier[12]->getPhysicsEntity()->setPositionAndRotation(hkVector4(5.5,0.51f,70.0),q); barrier[13]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,80.0),q); barrier[14]->getPhysicsEntity()->setPositionAndRotation(hkVector4(3.5,0.51f,90.0),q); barrier[15]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-5.5,0.51f,100.0),q); barrier[16]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-2.5,0.51f,110.0),q); barrier[17]->getPhysicsEntity()->setPositionAndRotation(hkVector4(-0.5,0.51f,120.0),q); barrier[18]->getPhysicsEntity()->setPositionAndRotation(hkVector4(2.5,0.51f,130.0),q); barrier[19]->getPhysicsEntity()->setPositionAndRotation(hkVector4(5.5,0.51f,140.0),q); Crate* crate[32]; for(u32 i=0 ; i<32 ; i++) { crate[i] = new Crate(game); crate[i]->init("crate"+IntToStr(i)); } crate[0]->getPhysicsEntity()->setPosition(hkVector4(-1.25,0.0f,20.75)); crate[1]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.0f,20.75)); crate[2]->getPhysicsEntity()->setPosition(hkVector4(-2,0.0f,20.75)); crate[3]->getPhysicsEntity()->setPosition(hkVector4(-1,25,0.0f,20.0)); crate[4]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.0f,20.0)); crate[5]->getPhysicsEntity()->setPosition(hkVector4(-2.75,0.0f,20.0)); crate[6]->getPhysicsEntity()->setPosition(hkVector4(-1,25,0.0f,20.75)); crate[7]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.0f,20.75)); crate[8]->getPhysicsEntity()->setPosition(hkVector4(-2.75,0.0f,20.75)); crate[9]->getPhysicsEntity()->setPosition(hkVector4(-1.25,0.5f,20.75)); crate[10]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.5f,20.75)); crate[11]->getPhysicsEntity()->setPosition(hkVector4(-2.75,0.5f,20.75)); crate[12]->getPhysicsEntity()->setPosition(hkVector4(-1,25,0.5f,20.0)); crate[13]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.5f,20.0)); crate[14]->getPhysicsEntity()->setPosition(hkVector4(-2.75,0.5f,20.0)); crate[15]->getPhysicsEntity()->setPosition(hkVector4(-1,25,0.5f,20.750)); crate[16]->getPhysicsEntity()->setPosition(hkVector4(-2 ,0.5f,20.750)); crate[17]->getPhysicsEntity()->setPosition(hkVector4(-2.75,0.5f,20.750)); crate[18]->getPhysicsEntity()->setPosition(hkVector4(-1.25,1.0f,20.75)); crate[19]->getPhysicsEntity()->setPosition(hkVector4(-2 ,1.0f,20.75)); crate[20]->getPhysicsEntity()->setPosition(hkVector4(-2.75,1.0f,20.75)); crate[21]->getPhysicsEntity()->setPosition(hkVector4(-1,25,1.0f,20.0)); crate[22]->getPhysicsEntity()->setPosition(hkVector4(-2 ,1.0f,20.0)); crate[23]->getPhysicsEntity()->setPosition(hkVector4(-2.75,1.0f,20.0)); crate[24]->getPhysicsEntity()->setPosition(hkVector4(-1,25,1.0f,20.75)); crate[25]->getPhysicsEntity()->setPosition(hkVector4(-2 ,1.0f,20.75)); crate[26]->getPhysicsEntity()->setPosition(hkVector4(-2.75,1.0f,20.75)); crate[27]->getPhysicsEntity()->setPosition(hkVector4(-1.25,1.5f,-20.75)); crate[28]->getPhysicsEntity()->setPosition(hkVector4(-20 ,1.5f,-20.75)); crate[29]->getPhysicsEntity()->setPosition(hkVector4(-2.75,1.5f,-20.75)); crate[30]->getPhysicsEntity()->setPosition(hkVector4(-1,25,1.5f,-20.0)); crate[31]->getPhysicsEntity()->setPosition(hkVector4(-2 ,1.5f,-20.0)); //RoadBarrier* barrier = new RoadBarrier(game); //barrier->init("barrier"); //barrier->getPhysicsEntity()->setPosition(hkVector4(-5.5,0.25f,0.0f)); Ogre::OverlayManager* overlayManager = Ogre::OverlayManager::getSingletonPtr(); Ogre::Overlay* overlay = overlayManager->getByName("debugText"); overlay->show(); debugTextOverlay = (Ogre::TextAreaOverlayElement*)overlayManager->getOverlayElement("debugTextArea"); debugTextOverlay->show(); updateCamera(); game->visualSystem.unlockThread(); return true; }