Manager::Manager( const char* name, int width, int height, Engine::WindowMode wm ): RTTI_CLASS_DEFINE( Manager ), m_engine( 0 ), m_game( 0 ), m_pushState( 0 ), m_progressState( 0 ), m_progressStateDefault( 0 ), m_popState( false ), m_changeState( false ), m_loading( false ), m_states( 0 ), m_scenes( 0 ), m_materials( 0 ), m_effects( 0 ), m_fonts( 0 ), m_textures( 0 ), m_canvases( 0 ), m_assets( 0 ), m_assetsLoading( 0 ), m_actors( 0 ), m_controls( 0 ), m_collisions( 0 ), m_audio( 0 ) { m_engine = xnew Engine(); m_engine->initiation( name, width, height, wm ); m_states = xnew Stack< IState >(); m_scenes = xnew SceneManager(); m_materials = xnew MaterialManager(); m_effects = xnew EffectManager(); m_fonts = xnew FontManager(); m_textures = xnew TextureManager(); m_canvases = xnew CanvasManager(); m_assets = xnew AssetManager(); m_assetsLoading = xnew AssetManager(); m_actors = xnew Stack< ActorManager >(); m_controls = xnew Stack< ControlManager >(); m_collisions = xnew Stack< CollisionManager >(); m_audio = xnew AudioManager(); Global::use().engine = m_engine; Global::use().scenes = m_scenes; Global::use().materials = m_materials; Global::use().effects = m_effects; Global::use().fonts = m_fonts; Global::use().textures = m_textures; Global::use().canvases = m_canvases; Global::use().assets = m_assets; Global::use().assetsLoading = m_assetsLoading; Global::use().actors = 0; Global::use().controls = 0; Global::use().collisions = 0; Global::use().audio = m_audio; }
void ReactiveSpaceApp::setup() { //setup vars m_currentSceneNum = 3; m_nextSceneNum = 3; //audio m_audioManager = AudioManager(); //graphics ofSetFrameRate(60); ofSetVerticalSync(true); ofBackground(0, 0, 0); ofDisableArbTex(); //init time stuff stepTimeDelta = 0; stepTimeLast = ofGetElapsedTimeMillis(); //open CV stuff pCurrentScene = nullptr; pPeople = vector<Particle*>(); openCVManager = new OpenCVManager(&pPeople, &pCurrentScene); //kinect pHandPositions = vector<Particle*>(); kinectManager = new KinectManager(&pHandPositions, &pCurrentScene); kinectManager->initialize(); //fill scene vector m_scenes.push_back(new GridScene(&pPeople, &pHandPositions, &m_audioManager)); m_scenes.push_back(new LightScene(&pPeople, &pHandPositions, &m_audioManager)); m_scenes.push_back(new RainScene(&pPeople, &pHandPositions, &m_audioManager)); m_scenes.push_back(new GeoScene(&pPeople, &pHandPositions, &m_audioManager)); pCurrentScene = m_scenes[m_currentSceneNum]; pCurrentScene->convertPeopleVector(); #ifdef DEBUG_DRAW kinectUpdateMS = 0; openCVUpdateMS = 0; sceneUpdateMS = 0; sceneDrawMS = 0; #endif }