void BillboardSample::initialize() { setMultiTouch(true); // Create the font and scene _font = Font::create("res/ui/arial.gpb"); _scene = Scene::create(); // Initialize the camera _camera.initialize(0.1f, 100, 45); _camera.setPosition(Vector3(0, BILLBOARD_HEIGHT * 1.5f, GROUND_WIDTH / 2.0f)); _camera.rotate(0.0f, -MATH_DEG_TO_RAD(10)); _scene->addNode(_camera.getRootNode()); _scene->setActiveCamera(_camera.getCamera()); // Load the ground loadGround(); // Load billboards loadBillboards(); _gamepad = getGamepad(0); // This is needed because the virtual gamepad is shared between all samples. // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited. if (_gamepad && _gamepad->isVirtual()) _gamepad->getForm()->setEnabled(true); }
void FormsSample::initialize() { setMultiTouch(true); setVsync(false); _formSelect = Form::create("res/common/forms/formSelect.form"); _formSelect->setFocus(); RadioButton* form0Button = static_cast<RadioButton*>(_formSelect->getControl("form0")); form0Button->addListener(this, Control::Listener::CLICK); RadioButton* form1Button = static_cast<RadioButton*>(_formSelect->getControl("form1")); form1Button->addListener(this, Control::Listener::CLICK); RadioButton* form2Button = static_cast<RadioButton*>(_formSelect->getControl("form2")); form2Button->addListener(this, Control::Listener::CLICK); RadioButton* form3Button = static_cast<RadioButton*>(_formSelect->getControl("form3")); form3Button->addListener(this, Control::Listener::CLICK); RadioButton* form4Button = static_cast<RadioButton*>(_formSelect->getControl("form4")); form4Button->addListener(this, Control::Listener::CLICK); RadioButton* form5Button = static_cast<RadioButton*>(_formSelect->getControl("form5")); form5Button->addListener(this, Control::Listener::CLICK); for (unsigned int i = 0; i < _formFiles.size(); i++) { Form* form = Form::create(_formFiles[i]); form->setEnabled(false); _forms.push_back(form); } _formIndex = 0; // Create a form programmatically. createSampleForm(); Button* button = static_cast<Button*>(_forms[0]->getControl("testButton")); button->setFocus(); // Create a scene with a camera node. Camera* camera = Camera::createPerspective(45.0f, (float)getWidth() / (float)getHeight(), 0.25f, 100.0f); _scene = Scene::create(); Node* cameraNode = _scene->addNode("Camera"); cameraNode->setCamera(camera); _scene->setActiveCamera(camera); SAFE_RELEASE(camera); _formNodeParent = _scene->addNode("FormParent"); _formNode = Node::create("Form"); _formNodeParent->addChild(_formNode); formChanged(); _gamepad = getGamepad(0); // This is needed because the virtual gamepad is shared between all samples. // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited. if (_gamepad && _gamepad->isVirtual()) _gamepad->getForm()->setEnabled(true); }
void GamepadSample::initialize() { setMultiTouch(true); _gamepad = getGamepad(0); // This is needed because the virtual gamepad is shared between all samples. // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited. if (_gamepad && _gamepad->isVirtual()) _gamepad->getForm()->setEnabled(true); _font = Font::create("res/ui/arial.gpb"); _status = "Looking for gamepads..."; }
void FormsSample::gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad) { switch(evt) { case Gamepad::CONNECTED_EVENT: case Gamepad::DISCONNECTED_EVENT: _gamepad = getGamepad(0); // This is needed because the virtual gamepad is shared between all samples. // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited. if (_gamepad && _gamepad->isVirtual()) _gamepad->getForm()->setEnabled(true); break; } }
void Audio3DTest::initialize() { setMultiTouch(true); _font = Font::create("res/common/arial18.gpb"); // Load game scene from file Bundle* bundle = Bundle::create("res/common/box.gpb"); _scene = bundle->loadScene(); SAFE_RELEASE(bundle); // Get light node Node* lightNode = _scene->findNode("directionalLight1"); Light* light = lightNode->getLight(); // Initialize box model Node* boxNode = _scene->findNode("box"); Model* boxModel = boxNode->getModel(); Material* boxMaterial = boxModel->setMaterial("res/common/box.material"); boxMaterial->getParameter("u_lightColor")->setValue(light->getColor()); boxMaterial->getParameter("u_lightDirection")->setValue(lightNode->getForwardVectorView()); // Remove the cube from the scene but keep a reference to it. _cubeNode = boxNode; _cubeNode->addRef(); _scene->removeNode(_cubeNode); loadGrid(_scene); // Initialize cameraa Vector3 cameraPosition(5, 5, 1); if (Camera* camera = _scene->getActiveCamera()) { camera->getNode()->getTranslation(&cameraPosition); } _fpCamera.initialize(); _fpCamera.setPosition(cameraPosition); _scene->addNode(_fpCamera.getRootNode()); _scene->setActiveCamera(_fpCamera.getCamera()); _gamepad = getGamepad(0); GP_ASSERT(_gamepad); _gamepad->getForm()->setConsumeInputEvents(false); }