Пример #1
0
void TextTestApp::onPassiveSceneComplete( /* SceneBase* sceneInstance */)
{

	int sceneId = currentScene->getId();
	currentScene->getSignal()->disconnect_all_slots();
	switch(sceneId){
		case 1:
			currentScene = new PassiveScene2();
			break;
		case 2:
			currentScene = new PassiveScene3();
			break;
		case 3:
			currentScene = new PassiveScene4();
			break;
		case 4:
			currentScene = new PassiveScene1();
			break;
		case 101 :
			currentScene = new ActiveScene2();
			break;
		case 102 :
			currentScene = new PassiveScene3();
			break;
		}
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );

}
Пример #2
0
/*******************************************************************************
    contextMenuEvent
*******************************************************************************/
void BrowserView::contextMenuEvent ( QContextMenuEvent * event )
{
    //Debug::debug() << "  [BrowserView] contextMenuEvent ";
    SceneBase * scene = m_scenes[ VIEW::Id(SETTINGS()->_viewMode) ];
    
    if(scene->mouseGrabberItem()) 
    {
        QGraphicsView::contextMenuEvent(event) ;
    }
    else 
    {
       if(!m_menu)
         m_menu = new QMenu(this);
       
       m_menu->clear();
       m_menu->addActions(scene->actions());
       m_menu->addSeparator();
       m_menu->addAction(ACTIONS()->value(BROWSER_JUMP_TO_ARTIST));
       m_menu->addAction(ACTIONS()->value(BROWSER_JUMP_TO_ALBUM));
       m_menu->addAction(ACTIONS()->value(BROWSER_JUMP_TO_TRACK));       
       
       m_menu->popup(mapToGlobal(event->pos()));
       
       event->accept();
    }
}
Пример #3
0
/*******************************************************************************
    eventFilter
*******************************************************************************/
bool BrowserView::eventFilter(QObject *obj, QEvent *ev)
{
    if(!is_started) return false;

    //Debug::debug() << "BrowserView eventFilter  obj" << obj;
    int type = ev->type();
    QWidget *wid = qobject_cast<QWidget*>(obj);

    if (obj == this)
    {
        return false;
    }

    if (wid && (wid == m_scrollbar ))
    {
      if(type == QEvent::Hide || type == QEvent::Show) 
      {
        SceneBase * scene = m_scenes.value( VIEW::Id(SETTINGS()->_viewMode) );
        if( scene->isInit() )
          scene->resizeScene();
      }
    }

    return QWidget::eventFilter(obj, ev);
}
Пример #4
0
void TextTestApp::beginActiveScene(){

	currentScene->getSignal()->disconnect_all_slots();
	//timeline().clear();
	
	currentScene = new ActiveScene1();
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );
}
Пример #5
0
/*******************************************************************************
    resizeEvent
*******************************************************************************/
void BrowserView::resizeEvent( QResizeEvent * event)
{
    Debug::debug() << "  [BrowserView] resizeEvent";
    if(!is_started) return;
    
    SceneBase * scene = m_scenes.value( VIEW::Id(SETTINGS()->_viewMode) );
    if( scene->isInit() )
      scene->resizeScene();
     
     event->accept();
}
Пример #6
0
void TestApp::changeCurrentScene(const std::string& sceneId_) {
    //try {
        std::string sceneId = sceneId_;
        if (sceneId == "default") {
            sceneId = SceneHandler::getDefaultSceneId();
        }
        SceneBase* scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot);
        if (scene == 0) {
            //error() << dc_funcinfo << "could not create scene " << sceneId;
            if (mScene) {
                // continue using current scene
                return;
            } else {
                if (sceneId == SceneHandler::getDefaultSceneId()) {
                    // use a fallback scene
                    sceneId = "general";
                }
                //warning() << dc_funcinfo << "trying fallback scene " << sceneId;
                scene = SceneHandler::getSceneHandler()->createScene(sceneId, mOgreRoot);
                if (!scene) {
                    //throw Exception("Could create neither default scene nor fallback scene");
                }
            }
        }

        if (!scene->initScene()) {
            //std::cerr << "Could not initialize the scene " << sceneId << std::endl;
            SceneHandler::getSceneHandler()->deleteScene(scene);
            return;
        } else {
            // force an initial update of Ogre scenenodes here
            //scene->updateOgreRepresentations(true);
        }
        if (scene) {
            setCurrentScene(scene);
        } else {
            //std::cerr << dc_funcinfo << "NULL scene created: don't know scene ID " << sceneId_ << std::endl;
        }
    //} catch (Exception e) {
    //    std::cerr   << "Unhandled exception reached main-program: \n"
    //            << e.getErrorMessage() <<std::endl;
    //    e.printBacktrace();
    //    exit(1);
    //}

}
Пример #7
0
/*******************************************************************************
    switch_view
*******************************************************************************/
void BrowserView::switch_view(BrowserParam& param)
{
    Debug::debug() << "  [BrowserView] switch_view param.mode " << param.mode;
    //Debug::debug() << "  [BrowserView] switch_view param.filter" << param.filter;
    //Debug::debug() << "  [BrowserView] switch_view param.data" << param.data;

    /* save current state */
    SETTINGS()->_viewMode = param.mode;

    CentralToolBar::instance()->showHideGoUp(param.mode);
    
    /* handle scene switch view */
    SceneBase * scene = m_scenes[ param.mode ];

    if( !scene->isInit() )
      scene->initScene();
          
    scene->setMode( param.mode );
    scene->setFilter( param.filter );
    scene->setData( param.data );
    scene->populateScene();
    this->setFocus();
    
    show_bottom_panel( m_scenes[param.mode]->bottomWidget() );

    CentralToolBar::instance()->setExplorerFilterText(param.filter);
    

    switch( VIEW::typeForView(VIEW::Id(param.mode)) ) {
      case VIEW::LOCAL      : setScene(static_cast<LocalScene*>(m_scenes[param.mode]));    break;
      case VIEW::RADIO      : setScene(static_cast<StreamScene*>(m_scenes[param.mode]));   break;
      case VIEW::CONTEXT    : setScene(static_cast<ContextScene*>(m_scenes[param.mode]));  break;
      case VIEW::SETTING    : setScene(static_cast<SettingsScene*>(m_scenes[param.mode])); break;
      case VIEW::FILESYSTEM : setScene(static_cast<FileScene*>(m_scenes[param.mode]));     break;
      case VIEW::ABOUT      : setScene(static_cast<AboutScene*>(m_scenes[param.mode]));    break;
    }

    /* restore scroll position */
    m_scrollbar->setSliderPosition(param.scroll);

    /* status widget update */
    do_statuswidget_update();    
}
Пример #8
0
void TextTestApp::drawSkeleton(){
	
	//if(mSkeletons.size()<1)
//	{
//		return;
//	}

	// We're capturing
	if ( mKinect->isCapturing() ) {

		// Set up 3D view
		//gl::pushMatrices();
		//gl::setMatrices( mCamera );
		

		// Iterate through skeletons
		uint32_t i = 0;

		int skeletonCount = 0;

		for ( vector<Skeleton>::const_iterator skeletonIt = mSkeletons.cbegin(); skeletonIt != mSkeletons.cend(); ++skeletonIt, i++ )
		{

			if (skeletonIt->size() > 0){
				skeletonCount +=1;
			}

			if (significantInteractionTimer.isStopped()){
				significantInteractionTimer.start();
			}


			
			if (activeUserPresent != true && significantInteractionTimer.getSeconds() > 3.0){
				activeUserPresent = true;
				//if we are in passive mode, tell the existing scene to exit.
				currentScene->exitNow();

				// clear any old references to this timer incase it doubles up
				timeline().remove( mCue );

				// TODO - should be an event given back from exit now. not a timer. for now this will do ill sort later.
				mCue = timeline().add( boost::bind(&TextTestApp::beginActiveScene, this), timeline().getCurrentTime() + 2 );
	
			}
			

			// Set color
			Colorf color = mKinect->getUserColor( i );
			int boneIndex = 0;
			// Iterate through joints
			for ( Skeleton::const_iterator boneIt = skeletonIt->cbegin(); boneIt != skeletonIt->cend(); ++boneIt, boneIndex++ ) {

				// Set user color
				//gl::color( color );

				// Get position and rotation
				const Bone& bone = boneIt->second;
				Vec3f position = bone.getPosition();
				
				Matrix44f transform	= bone.getAbsoluteRotationMatrix();
				Vec3f direction		= transform.transformPoint( position ).normalized();
				direction *= 0.05f;
				position.z *= -1.0f;

				Vec3f destination = skeletonIt->at( bone.getStartJoint() ).getPosition();

				Vec3f end = skeletonIt->at( bone.getEndJoint() ).getPosition();
				

				//add the current bone position to the gesture tracker history
				gestureTracker->addPoint(boneIndex,end);
				

				Vec2f endScreen	= Vec2f( mKinect->getSkeletonVideoPos( end ) );
				
				Vec2f positionScreen = Vec2f( mKinect->getSkeletonVideoPos( position ) );
				Vec2f destinationScreen	= Vec2f( mKinect->getSkeletonVideoPos( destination ) );


				
				//boneIt->first

				//draw bone specific stuff here


				
				repelClips[boneIndex].x = endScreen.x * 2;
				repelClips[boneIndex].y = endScreen.y * 2;
				repelClips[boneIndex].zDist = position.z;
				

				float midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
				Vec2f midPoint = getPointOnLine(destinationScreen,endScreen,midPointDist );
				
				if (midPointDist == 0){
					//if the distance is 0, the joint doesn't need a midpoint.
					repelClips[boneIndex+20].x = -200;
					repelClips[boneIndex+20].y = -200;
					repelClips[boneIndex+20].zDist = position.z;
				}else{
					repelClips[boneIndex+20].x = midPoint.x*2;
					repelClips[boneIndex+20].y = midPoint.y*2;
					repelClips[boneIndex+20].zDist = position.z;
				}

				switch(boneIt->first){
						case NUI_SKELETON_POSITION_HIP_CENTER:
							//draw hip center
							break;
					 
						case NUI_SKELETON_POSITION_SPINE:
							//draw spine
				 			break;
						case NUI_SKELETON_POSITION_SHOULDER_CENTER:
							//draw shoulder center
				 			break;
						case NUI_SKELETON_POSITION_HEAD:
							//draw head
				 			break;
						case NUI_SKELETON_POSITION_SHOULDER_LEFT:
							//draw left shoulder
				


							break;				 
						case NUI_SKELETON_POSITION_ELBOW_LEFT:
							//draw left elbow
							
							midPoint = getPointOnLine(destinationScreen,endScreen,0.25  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[20].x = midPoint.x*2;
							repelClips[20].y = midPoint.y*2;
							repelClips[20].zDist = position.z;


							midPoint = getPointOnLine(destinationScreen,endScreen,0.75  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[21].x = midPoint.x*2;
							repelClips[21].y = midPoint.y*2;
							repelClips[21].zDist = position.z;
							break;				 
						case NUI_SKELETON_POSITION_WRIST_LEFT:
							//draw left wrist
							break;				 
						case NUI_SKELETON_POSITION_HAND_LEFT:
							//draw left hand
							break;				 
						case NUI_SKELETON_POSITION_SHOULDER_RIGHT:
							//draw right shoulder
							break;				 
						case NUI_SKELETON_POSITION_ELBOW_RIGHT:
							//draw right elbow
							
							midPoint = getPointOnLine(destinationScreen,endScreen,0.25  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[23].x = midPoint.x*2;
							repelClips[23].y = midPoint.y*2;
							repelClips[23].zDist = position.z;


							midPoint = getPointOnLine(destinationScreen,endScreen,0.75  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[24].x = midPoint.x*2;
							repelClips[24].y = midPoint.y*2;
							repelClips[24].zDist = position.z;
							break;				 
						case NUI_SKELETON_POSITION_WRIST_RIGHT:
							//draw right wrist
							break;				 
						case NUI_SKELETON_POSITION_HAND_RIGHT:
							//draw right hand
							break;				 
						case NUI_SKELETON_POSITION_HIP_LEFT:
							//draw left hip
							break;
						case NUI_SKELETON_POSITION_KNEE_LEFT:
							//draw left knee
							midPoint = getPointOnLine(destinationScreen,endScreen,0.25  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[27].x = midPoint.x*2;
							repelClips[27].y = midPoint.y*2;
							repelClips[27].zDist = position.z;


							midPoint = getPointOnLine(destinationScreen,endScreen,0.75  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[31].x = midPoint.x*2;
							repelClips[31].y = midPoint.y*2;
							repelClips[31].zDist = position.z;

							break;
						case NUI_SKELETON_POSITION_ANKLE_LEFT:
							//draw left ankle
							break;
						case NUI_SKELETON_POSITION_FOOT_LEFT:
							//draw left foot
							break;
						case NUI_SKELETON_POSITION_HIP_RIGHT:
							//draw right hip
							break;
						case NUI_SKELETON_POSITION_KNEE_RIGHT:
							//draw right knee
							
							midPoint = getPointOnLine(destinationScreen,endScreen,0.25  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[32].x = midPoint.x*2;
							repelClips[32].y = midPoint.y*2;
							repelClips[32].zDist = position.z;


							midPoint = getPointOnLine(destinationScreen,endScreen,0.75  );
							midPointDist = OutlineParams::getInstance()->getMidpointForIndex(boneIndex);
							
							repelClips[35].x = midPoint.x*2;
							repelClips[35].y = midPoint.y*2;
							repelClips[35].zDist = position.z;

							break;
						case NUI_SKELETON_POSITION_ANKLE_RIGHT:
							//draw right ankle
							break;
						case NUI_SKELETON_POSITION_FOOT_RIGHT:
							//draw right foot
							break;
						default :

							

						break;
				}

			}

		}


		//if there are no skeletons, there's nobody in the frame, so clean up the skeleton stuff.
		if (skeletonCount == 0){
			
			activeUserPresent = false;// reset the active user timer
			significantInteractionTimer = Timer();

			//first clip is reserved for random background
			for(unsigned int k=1;k<repelClips.size();k++){
				repelClips[k].x = -200;
				repelClips[k].y = -200;
			}

			if (bgAnimationTimer.isStopped()){
				bgAnimationTimer.start();
			}

			if (bgAnimationTimer.getSeconds() > 2.0){
				repelClips[0].x = randFloat(0,1280);
				repelClips[0].y = randFloat(0,800);

				//bgAnimationTimer = Timer();
			}
			if (bgAnimationTimer.getSeconds() > 3.0){
				bgAnimationTimer = Timer();
				repelClips[0].x = -200;
				repelClips[0].y = -200;
			}
		}
		
	}

	
	gl::enableAlphaBlending();
	//show the repel clip forces
	if (OutlineParams::getInstance()->showForces == true){
		for (int i = 0;i < repelClips.size(); i++){
			
			repelClips[i].k = OutlineParams::getInstance()->getForceForIndex(i);
			repelClips[i].minDist = OutlineParams::getInstance()->getMinDistForIndex(i);
			
			float alpha = 0.8 / repelClips.size() * i;
			//gl::color(ColorA(1.0,0.0,0.0,0.2));
			//gl::drawSolidCircle(ci::Vec2f(repelClips[i].x, repelClips[i].y),OutlineParams::getInstance()->getForceForIndex(i) + (repelClips[i].zDist*repelClips[i].zDist));
			gl::color(ColorA(0.0,1.0,0.0,0.2 + alpha));
			gl::drawSolidCircle(ci::Vec2f(repelClips[i].x, repelClips[i].y),OutlineParams::getInstance()->getMinDistForIndex(i) + (repelClips[i].zDist*repelClips[i].zDist));
		}
		gl::color(ColorA(1.0,1.0,1.0,1.0));
	}

	//draw the user in particles 
	bool drawUser = false; 
	if (drawUser==true){
		for (int i = 0;i < repelClips.size(); i++){
			userParticles[i].xpos = repelClips[i].x;
			userParticles[i].ypos = repelClips[i].y;

			userParticles[i].rad = OutlineParams::getInstance()->getMinDistForIndex(i) - (repelClips[i].zDist*repelClips[i].zDist);
			userParticles[i].update(getElapsedSeconds());
			userParticles[i].draw();
		}
	}

	gl::enableAlphaBlending();
	gl::disableAlphaBlending();
};
Пример #9
0
void TextTestApp::draw()
{
	// this pair of lines is the standard way to clear the screen in OpenGL
	glClearColor( 0,0,0,1 );
	glClear( GL_COLOR_BUFFER_BIT );
	
	if (flipScreen==true){
		gl::pushMatrices();
		
		gl::scale( Vec3f(-1, 1, 1) );
		gl::translate( Vec2f(-ci::app::getWindowWidth(), 0 ) );
		gl::translate( Vec3f(-1, 1, 1) );
	}

	gl::enableAlphaBlending();
	gl::enableAdditiveBlending();

	mbackground.draw();

	drawSkeleton();

	// FONT NOW GETS RENDERED AFTER SCENE SO WE CAN OVERRIDE DRAW OPERATION IF REQUIRED
	currentScene->draw();

	myFont.draw();	
	
	// kill this all and refresh
	gl::disableAlphaBlending();
	gl::enableAdditiveBlending();

	// store our viewport, so we can restore it later
	Area viewport = gl::getViewport();

	// render a simple scene into mFboScene
	gl::setViewport( mFboScene.getBounds() );
	mFboScene.bindFramebuffer();
		gl::pushMatrices();
		gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false );
			gl::clear( ColorA( 0,0,0,1 ));
			fgParticles.draw();
			//gl::drawSolidCircle( Vec2f(50,50), 20 );
			//gl::draw( mFboScene.getTexture() );//TODO - screenshot?
		gl::popMatrices();
	mFboScene.unbindFramebuffer();

	// bind the blur shader
	mShaderBlur.bind();
	mShaderBlur.uniform("tex0", 0); // use texture unit 0
 
	// tell the shader to blur horizontally and the size of 1 pixel
	mShaderBlur.uniform("sampleOffset", Vec2f(1.0f/mFboBlur1.getWidth(), 0.0f));

	// copy a horizontally blurred version of our scene into the first blur Fbo
	
	gl::setViewport( mFboBlur1.getBounds() );
	mFboBlur1.bindFramebuffer();
		mFboScene.bindTexture(0);
		gl::pushMatrices();
			gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false );
			gl::clear( Color::black() );
			gl::drawSolidRect( mFboBlur1.getBounds() );
		gl::popMatrices();
		mFboScene.unbindTexture();
	mFboBlur1.unbindFramebuffer();

 
	// tell the shader to blur vertically and the size of 1 pixel
	mShaderBlur.uniform("sampleOffset", Vec2f(0.0f, 1.0f/mFboBlur2.getHeight()));

	// copy a vertically blurred version of our blurred scene into the second blur Fbo
	gl::setViewport( mFboBlur2.getBounds() );
	mFboBlur2.bindFramebuffer();
		mFboBlur1.bindTexture(0);
		gl::pushMatrices();
			gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false );
			gl::clear( Color::black() );
			gl::drawSolidRect( mFboBlur2.getBounds() );
		gl::popMatrices();
		mFboBlur1.unbindTexture();
	mFboBlur2.unbindFramebuffer();

	// unbind the shader
	mShaderBlur.unbind();

	// restore the viewport
	gl::setViewport( viewport );
	// because the Fbo's have their origin in the LOWER-left corner,
	// flip the Y-axis before drawing
	gl::pushModelView();
	gl::translate( Vec2f(0, 0 ) );// viewport.getHeight() ) );
	gl::scale( Vec3f(1, 1, 1) );

	// draw the 3 Fbo's 
	//gl::color( Color::white() );
	//gl::draw( mFboScene.getTexture(), Rectf(0, 0, 256, 256) );
	//gl::draw( mFboBlur1.getTexture(), Rectf(260, 0, 260 + 256, 256) );
	//gl::draw( mFboBlur2.getTexture(), Rectf(520, 0, 520 + 256, 256) );

	// draw our scene with the blurred version added as a blend
	gl::color( Color::white() );
	
	gl::enableAdditiveBlending();
	gl::draw( mFboScene.getTexture(), Rectf(0, 0, viewport.getWidth(), viewport.getHeight() ));

	gl::draw( mFboBlur2.getTexture(), Rectf(0, 0, viewport.getWidth(), viewport.getHeight() ));
	gl::disableAlphaBlending();

	// restore the modelview matrix
	gl::popModelView();

	if (flipScreen == true){
		gl::popMatrices();
	}
	
	gl::color( Color(1.0,1.0,1.0) );
	
	
	//These are for debug only
	//drawTitleSafeArea();
	//OutlineParams::getInstance()->draw();
}
Пример #10
0
void TextTestApp::setup()
{
	hideBackground = false;
	activeUserPresent = false;
	// SET UP BLUR STUFF
	// setup our scene Fbo
	mFboScene = gl::Fbo( getWindowWidth(), getWindowHeight() );

	// setup our blur Fbo's, smaller ones will generate a bigger blur
	mFboBlur1 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);
	mFboBlur2 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);

	
	OutlineParams::getInstance()->init();

	// load and compile the shaders
	try { 
		mShaderBlur = gl::GlslProg( 
			loadFile("../shaders/blur_vert.glsl"),
			loadFile("../shaders/blur_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile blur shader" << endl;
		quit();
	}

	try { 
		mShaderPhong = gl::GlslProg( 
			loadFile("../shaders/phong_vert.glsl"),
			loadFile("../shaders/phong_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile phong shader" << endl;
		quit();
	}


	mTransform.setToIdentity();

	gestureTracker = GestureTracker::getInstance();

	gl::Texture::Format format;
	format.enableMipmapping(true);

	mCamera.setEyePoint( Vec3f(2.5f, 5.0f, 5.0f) );
	mCamera.setCenterOfInterestPoint( Vec3f(0.0f, 2.0f, 0.0f) );
	mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );

	for (int i=0; i<40; i++)
	{
		CinderClip cinderClip = CinderClip();
		cinderClip.x = -200;
		cinderClip.y = -200;
		repelClips.push_back(cinderClip);

		////
	//	TweenParticle userParticle = TweenParticle(cinderClip.x, cinderClip.y,10,true);
		//userParticles.push_back(userParticle);
	}

	mbackground.setup();
	mbackground.setRepelClips( repelClips ); // I KNOW THEY ON SCREEN

	//load store config
	cinder::XmlTree configXml(ci::app::loadAsset( "shopconfig.xml" ) );
	ShopConfig::getInstance()->parseConfig(configXml);

	ci::gl::Texture bubbleManWaveTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_WAVE));

	mBubbleManWave = new SpriteSheet();
	mBubbleManWave->init(bubbleManWaveTexture, "./spritesheetdata/bubbleman_wave.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);

	ci::gl::Texture bubbleManRunTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_RUN));
	mBubbleManRun = new SpriteSheet();
	mBubbleManRun->init(bubbleManRunTexture, "./spritesheetdata/bubbleman_run.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);
	
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManRun,TextureGlobals::SPRITE_BUBBLEMAN_RUN);
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManWave,TextureGlobals::SPRITE_BUBBLEMAN_WAVE);

	gl::Texture particleTexture0 = loadImage(loadAsset( "ParticleFullON.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture0,0);

	gl::Texture particleTexture1 = loadImage(loadAsset( "ParticlePatial01.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture1,1);

	gl::Texture particleTexture2 = loadImage(loadAsset( "ParticlePatial02.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture2,2);

	gl::Texture particleTexture3 = loadImage(loadAsset( "ParticlePatial03.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture3,3);

	gl::Texture particleTexture4 = loadImage(loadAsset( "ParticlePatial04.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture4,4);

	gl::Texture particleTexture5 = loadImage(loadAsset( "ParticlePatial05.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture5,5);

	gl::Texture particleTexture6 = loadImage(loadAsset( "background-particle.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,6);

	gl::Texture particleTexture7 = loadImage(loadAsset( "ParticleFullONYellow.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,7);


	
	gl::Texture terms1Texture = loadImage(loadAsset( "terms1.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms1Texture,8);

	
	gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms2Texture,9);

	//gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	//TextureGlobals::getInstance()->setParticleTexture(particleTexture6,9);

	myFont = FontRenderer();

	fgParticles.setup( 100 );
	fgParticles.setRepelClips(repelClips);

	// TO VIEW ACTIVE SCENE
	//currentScene = new ActiveScene1();
	//currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this, ::_1 ));
	//currentScene->setup( myFont, iconFactory, fgParticles );

	currentScene = new PassiveScene1();
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );

	iconFactory.init();
	
	bgAnimationTimer = Timer();
	significantInteractionTimer = Timer();	
	setupSkeletonTracker();
}
Пример #11
0
void ScriptIdle(float fElapsedTime)
{
	SceneManager& manag = SceneManager::getInstance();
	SceneBase* pScene = manag.getCurrentScenePointer();
	assert(pScene);

	static std::string tSceneName[8] = {"terrain", "test_shadowmapping", "terrain", "test_refraction", "terrain", "toon", "terrain", "test_fur"};

	switch(current) {
	case -1: {
		manag.setCurrent(tSceneName[0]);
		SceneTerrain* pTerrain = (SceneTerrain*)manag.getCurrentScenePointer();
		pTerrain->LoadCameraTrajFromFile("terrain_1.txt");
		pTerrain->setSunAngle(vec2(0.0f, RADIANS(45.0f)));
		current = 0;
		break;}
	case 0: {
		manag.setCurrent(tSceneName[0]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[1]);
			current = 1;
		}
		break;}
	case 1: {
		manag.setCurrent(tSceneName[1]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[2]);
			SceneTerrain* pTerrain = (SceneTerrain*)manag.getCurrentScenePointer();
			pTerrain->LoadCameraTrajFromFile("terrain_2.txt");
			pTerrain->setSunAngle(vec2(0.0f, RADIANS(-30.0f)));
			current = 2;
		}
		break;}

	case 2: {
		manag.setCurrent(tSceneName[2]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[3]);
			current = 3;
		}
		break;}

	case 3: {
		manag.setCurrent(tSceneName[3]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[4]);
			SceneTerrain* pTerrain = (SceneTerrain*)manag.getCurrentScenePointer();
			pTerrain->LoadCameraTrajFromFile("terrain_3.txt");
			pTerrain->setSunAngle(vec2(RADIANS(-5.0f), RADIANS(71.0f)));
			current = 4;
		}
		break;}

	case 4: {
		manag.setCurrent(tSceneName[4]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[5]);
			current = 5;
		}
		break;}

	case 5: {
		manag.setCurrent(tSceneName[5]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[6]);
			SceneTerrain* pTerrain = (SceneTerrain*)manag.getCurrentScenePointer();
			pTerrain->LoadCameraTrajFromFile("terrain_4.txt");
			pTerrain->setSunAngle(vec2(RADIANS(50.0f), RADIANS(-65.0f)));
			current = 6;
		}
		break;}

	case 6: {
		manag.setCurrent(tSceneName[6]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[7]);
			current = 7;
		}
		break;}

	case 7: {
		manag.setCurrent(tSceneName[7]);
		if(pScene->getCamEyeSpline()->isFinished()) {
			manag.setCurrent(tSceneName[0]);
			SceneTerrain* pTerrain = (SceneTerrain*)manag.getCurrentScenePointer();
			pTerrain->LoadCameraTrajFromFile("terrain_1.txt");
			pTerrain->setSunAngle(vec2(0.0f, RADIANS(45.0f)));
			current = 0;
		}
		break;}

	default:
		assert(0);
	}
}