Пример #1
0
Game::Game(const SystemPath &path, const vector3d &pos, double time) :
	m_time(time),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	Pi::FlushCaches();

	m_space.reset(new Space(this, path));
	Body *b = m_space->FindBodyForPath(&path);
	assert(b);

	m_player.reset(new Player("kanara"));

	m_space->AddBody(m_player.get());

	m_player->SetFrame(b->GetFrame());

	m_player->SetPosition(pos);
	m_player->SetVelocity(vector3d(0,0,0));

	Polit::Init();

	CreateViews();
}
Пример #2
0
	//初期化
	void GameStage::Create(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートの作成
			CreatePlate();
			//追いかけるオブジェクトの作成
			CreateSeekObject();
			//固定のボックスの作成
			CreateFixedBox();
			//上下移動しているボックスの作成
			CreateMoveBox();
			//カプセル作成
			CreateCapsule();
			//球体作成
			CreateSphere();
			//衝突するスクエアの作成
			CreateHitTestSquare();
			//プレーヤーの作成
			CreatePlayer();
		}
		catch (...){
			throw;
		}
	}
Пример #3
0
Game::Game(const SystemPath &path, double time) :
	m_time(time),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	Pi::FlushCaches();

	m_space.reset(new Space(this, path));
	SpaceStation *station = static_cast<SpaceStation*>(m_space->FindBodyForPath(&path));
	assert(station);

	m_player.reset(new Player("kanara"));

	m_space->AddBody(m_player.get());

	m_player->SetFrame(station->GetFrame());
	m_player->SetDockedWith(station, 0);

	Polit::Init();

	CreateViews();
}
Пример #4
0
	//初期化
	void GameStage::OnCreate(){
		try{
			//ビュー類を作成する
			CreateViews();
		}
		catch (...){
			throw;
		}
	}
Пример #5
0
Game::Game(const SystemPath &path, double time) :
	m_galaxy(GalaxyGenerator::Create()),
	m_time(time),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	// Now that we have a Galaxy, check the starting location
	if (!path.IsBodyPath())
		throw InvalidGameStartLocation("SystemPath is not a body path");
	RefCountedPtr<const Sector> s = m_galaxy->GetSector(path);
	if (size_t(path.systemIndex) >= s->m_systems.size()) {
		char buf[128];
		std::sprintf(buf, "System %u in sector <%d,%d,%d> does not exist",
			unsigned(path.systemIndex), int(path.sectorX), int(path.sectorY), int(path.sectorZ));
		throw InvalidGameStartLocation(std::string(buf));
	}
	RefCountedPtr<StarSystem> sys = m_galaxy->GetStarSystem(path);
	if (path.bodyIndex >= sys->GetNumBodies()) {
		char buf[256];
		std::sprintf(buf, "Body %d in system <%d,%d,%d : %d ('%s')> does not exist", unsigned(path.bodyIndex),
			int(path.sectorX), int(path.sectorY), int(path.sectorZ), unsigned(path.systemIndex), sys->GetName().c_str());
		throw InvalidGameStartLocation(std::string(buf));
	}

	m_space.reset(new Space(this, m_galaxy, path));

	Body *b = m_space->FindBodyForPath(&path);
	assert(b);

	m_player.reset(new Player("kanara"));

	m_space->AddBody(m_player.get());

	m_player->SetFrame(b->GetFrame());

	if (b->GetType() == Object::SPACESTATION) {
		m_player->SetDockedWith(static_cast<SpaceStation*>(b), 0);
	} else {
		const SystemBody *sbody = b->GetSystemBody();
		m_player->SetPosition(vector3d(0, 1.5*sbody->GetRadius(), 0));
		m_player->SetVelocity(vector3d(0,0,0));
	}
	Polit::Init(m_galaxy);

	CreateViews();

	EmitPauseState(IsPaused());
}
Пример #6
0
	//初期化
	void GameStage::OnCreate(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートを作成する
			CreatePlate();
			//ボックスの作成
			CreateBox();
		}
		catch (...){
			throw;
		}
	}
Пример #7
0
void CGUIWindowPVR::OnWindowLoaded(void)
{
  CreateViews();

  CGUIMediaWindow::OnWindowLoaded();
  m_viewControl.Reset();
  m_viewControl.SetParentWindow(GetID());

  m_viewControl.AddView(GetControl(CONTROL_LIST_CHANNELS_TV));
  m_viewControl.AddView(GetControl(CONTROL_LIST_CHANNELS_RADIO));
  m_viewControl.AddView(GetControl(CONTROL_LIST_RECORDINGS));
  m_viewControl.AddView(GetControl(CONTROL_LIST_TIMERS));
  m_viewControl.AddView(GetControl(CONTROL_LIST_GUIDE_CHANNEL));
  m_viewControl.AddView(GetControl(CONTROL_LIST_GUIDE_NOW_NEXT));
  m_viewControl.AddView(GetControl(CONTROL_LIST_TIMELINE));
  m_viewControl.AddView(GetControl(CONTROL_LIST_SEARCH));
}
Пример #8
0
	//初期化
	void GameStage::OnCreate(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートを作成する
			CreatePlate();
			//カスタムボックスの作成
			CreateCustomDrawBox();
			//プレーヤーの作成
			CreatePlayer();
		}
		catch (...){
			throw;
		}
	}
Пример #9
0
void CGUIWindowPVR::OnInitWindow(void)
{
  if (!CPVRManager::Get()->IsStarted() || !CPVRManager::GetClients()->HasActiveClients())
  {
    g_windowManager.PreviousWindow();
    CGUIDialogOK::ShowAndGetInput(19033,0,19045,19044);
    return;
  }

  CreateViews();

  CSingleLock lock(m_critSection);
  if (m_savedSubwindow)
    m_savedSubwindow->OnInitWindow();
  lock.Leave();

  CGUIMediaWindow::OnInitWindow();
}
Пример #10
0
	//初期化
	void GameStage::OnCreate(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートを作成する
			CreatePlate();
			//固定のボックスの作成
			CreateFixedBox();
			//プレーヤーの作成
			CreatePlayer();
			//Eggの作成
			CreateEgg();
		}
		catch (...){
			throw;
		}
	}
Пример #11
0
	//初期化
	void GameStage::Create(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートを作成する
			CreatePlate();
			//追いかけるオブジェクトの作成
			CreateSeekObject();
			//プレーヤーの作成
			CreatePlayer();


		}
		catch (...){
			throw;
		}
	}
Пример #12
0
MidiPlayerWindow::MidiPlayerWindow()
    : BWindow(BRect(0, 0, 1, 1), B_TRANSLATE("MidiPlayer"), B_TITLED_WINDOW,
              B_ASYNCHRONOUS_CONTROLS | B_NOT_RESIZABLE | B_NOT_ZOOMABLE | B_AUTO_UPDATE_SIZE_LIMITS)
{
    playing = false;
    scopeEnabled = true;
    reverb = B_REVERB_BALLROOM;
    volume = 75;
    windowX = -1;
    windowY = -1;
    inputId = -1;
    instrLoaded = false;

    be_synth->SetSamplingRate(44100);

    bridge = new SynthBridge;
    //bridge->Register();

    CreateViews();
    LoadSettings();
    InitControls();
}
Пример #13
0
Game::Game(const SystemPath &path) :
	m_time(0),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	m_space.Reset(new Space(this, path));
	SpaceStation *station = static_cast<SpaceStation*>(m_space->FindBodyForPath(&path));
	assert(station);

	CreatePlayer();

	m_space->AddBody(m_player.Get());

	m_player->Enable();
	m_player->SetFrame(station->GetFrame());
	m_player->SetDockedWith(station, 0);

	CreateViews();
}
Пример #14
0
	//初期化
	void GameStage::OnCreate(){
		try{
			//リソースの作成
			CreateResourses();
			//ビュー類を作成する
			CreateViews();
			//プレートを作成する
			CreatePlate();
			//固定のボックスの作成
			CreateFixedBox();
			//上下移動しているボックスの作成
			CreateMoveBox();
			//透過するボックスの作成
			CreateTraceBox();
			//透過する球体の作成
			CreateTraceSphere();
			//プレーヤーの作成
			CreatePlayer();
		}
		catch (...){
			throw;
		}
	}
Пример #15
0
Game::Game(const SystemPath &path, const vector3d &pos) :
	m_time(0),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	m_space.Reset(new Space(this, path));
	Body *b = m_space->FindBodyForPath(&path);
	assert(b);

	CreatePlayer();

	m_space->AddBody(m_player.Get());

	m_player->Enable();
	m_player->SetFrame(b->GetFrame());

	m_player->SetPosition(pos);
	m_player->SetVelocity(vector3d(0,0,0));

	CreateViews();
}
Пример #16
0
HRESULT WEHDR::Create(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext)
{
    HRESULT hr;

    m_pd3dDevice = pd3dDevice;
    m_pImmediateContext = pd3dImmediateContext;

    // Create views.
    V_RETURN(CreateViews());

    // Create shaders.
    ID3DBlob* pPSBlob2x2 = NULL;
    ID3DBlob* pPSBlob3x3 = NULL;
    ID3DBlob* pPSBlobBrightPass = NULL;
    ID3DBlob* pPSBlobBloom = NULL;
    ID3DBlob* pPSBlobFinal = NULL;

    V_RETURN(WE::CompileShaderFromFile(L"shaders\\HDR.hlsl", NULL, "DownScale2x2_Lum", "ps_5_0", &pPSBlob2x2));
    V_RETURN(WE::CompileShaderFromFile(L"shaders\\HDR.hlsl", NULL, "DownScale3x3", "ps_5_0", &pPSBlob3x3));
    V_RETURN(WE::CompileShaderFromFile(L"shaders\\HDR.hlsl", NULL, "DownScale3x3_BrightPass", "ps_5_0", &pPSBlobBrightPass));
    V_RETURN(WE::CompileShaderFromFile(L"shaders\\HDR.hlsl", NULL, "Bloom", "ps_5_0", &pPSBlobBloom));
    V_RETURN(WE::CompileShaderFromFile(L"shaders\\HDR.hlsl", NULL, "FinalPass", "ps_5_0", &pPSBlobFinal));

    V_RETURN(pd3dDevice->CreatePixelShader(pPSBlob2x2->GetBufferPointer(), pPSBlob2x2->GetBufferSize(), NULL, &m_pPSDownScale2x2Lum));
    V_RETURN(pd3dDevice->CreatePixelShader(pPSBlob3x3->GetBufferPointer(), pPSBlob3x3->GetBufferSize(), NULL, &m_pPSDownScale3x3));
    V_RETURN(pd3dDevice->CreatePixelShader(pPSBlobBrightPass->GetBufferPointer(), pPSBlobBrightPass->GetBufferSize(), NULL, &m_pPSBrightPass));
    V_RETURN(pd3dDevice->CreatePixelShader(pPSBlobBloom->GetBufferPointer(), pPSBlobBloom->GetBufferSize(), NULL, &m_pPSBloom));
    V_RETURN(pd3dDevice->CreatePixelShader(pPSBlobFinal->GetBufferPointer(), pPSBlobFinal->GetBufferSize(), NULL, &m_pPSFinalPass));

    SAFE_RELEASE(pPSBlob2x2);
    SAFE_RELEASE(pPSBlob3x3);
    SAFE_RELEASE(pPSBlobBrightPass);    
    SAFE_RELEASE(pPSBlobBloom);    
    SAFE_RELEASE(pPSBlobFinal);

    // Create the texture sampler state.
    D3D11_SAMPLER_DESC samplerDesc;
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    samplerDesc.MipLODBias = 0.0f;
    samplerDesc.MaxAnisotropy = 1;
    samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
    samplerDesc.BorderColor[0] = 0;
    samplerDesc.BorderColor[1] = 0;
    samplerDesc.BorderColor[2] = 0;
    samplerDesc.BorderColor[3] = 0;
    samplerDesc.MinLOD = 0;
    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
    V_RETURN(WE::D3DDevice()->CreateSamplerState(&samplerDesc, &m_pSamplePoint));
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    V_RETURN(WE::D3DDevice()->CreateSamplerState(&samplerDesc, &m_pSampleLinear)); 

    // Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
    D3D11_BUFFER_DESC bufferDesc;
    bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
    bufferDesc.ByteWidth = sizeof(BufferType);
    bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    bufferDesc.MiscFlags = 0;
    bufferDesc.StructureByteStride = 0;
    V_RETURN(pd3dDevice->CreateBuffer(&bufferDesc, NULL, &m_pcbBloom));

    //
    V_RETURN(CreateViews());

    return S_OK;
}