示例#1
0
void Test::keypressed(SDL_KeyboardEvent *e)
{
    if (e->type == SDL_KEYDOWN) {
        // key DOWN

        // quit
        if (e->keysym.sym == SDLK_ESCAPE) {
            gPop = true;
        }
        // movement
        if (e->keysym.sym == SDLK_w) {
            moving = 1.0f;
        }
        if (e->keysym.sym == SDLK_s) {
            moving = -1.0f;
        }
        if (e->keysym.sym == SDLK_a) {
            strafing = -1.0f;
        }
        if (e->keysym.sym == SDLK_d) {
            strafing = 1.0f;
        }
        if (e->keysym.sym == SDLK_e) {
            updown = -1.0f;
        }
        if (e->keysym.sym == SDLK_q) {
            updown = 1.0f;
        }

        // invertmouse
        if (e->keysym.sym == SDLK_i) {
            mousedir *= -1.0f;
        }
        // move speed
        if (e->keysym.sym == SDLK_p) {
            movespd *= 2.0f;
        }
        if (e->keysym.sym == SDLK_o) {
            movespd *= 0.5f;
        }
        // turn around
        if (e->keysym.sym == SDLK_r) {
            ah += 180.0f;
        }

        // testing
        if (e->keysym.sym == SDLK_n) {
            world->modelmanager.v++;
        }
        if (e->keysym.sym == SDLK_b) {
            world->modelmanager.v--;
            if (world->modelmanager.v<0) world->modelmanager.v = 0;
        }

        // toggles
        if (e->keysym.sym == SDLK_t) {
            world->thirdperson = !world->thirdperson;
        }
        if (e->keysym.sym == SDLK_l) {
            world->lighting = !world->lighting;
        }

        if (e->keysym.sym == SDLK_F1) {
            world->drawmodels = !world->drawmodels;
        }
        if (e->keysym.sym == SDLK_F2) {
            world->drawdoodads = !world->drawdoodads;
        }
        if (e->keysym.sym == SDLK_F3) {
            world->drawterrain = !world->drawterrain;
        }
        if (e->keysym.sym == SDLK_F4) {
            hud = !hud;
        }
        if (e->keysym.sym == SDLK_F6) {
            world->drawwmo = !world->drawwmo;
        }
        if (e->keysym.sym == SDLK_h) {
            world->drawhighres = !world->drawhighres;
        }
        if (e->keysym.sym == SDLK_f) {
            world->drawfog = !world->drawfog;
        }

        if (e->keysym.sym == SDLK_KP_PLUS || e->keysym.sym == SDLK_PLUS) {
            world->fogdistance += 60.0f;
        }
        if (e->keysym.sym == SDLK_KP_MINUS || e->keysym.sym == SDLK_MINUS) {
            world->fogdistance -= 60.0f;
        }

        // minimap
        if (e->keysym.sym == SDLK_m) {
            mapmode = !mapmode;
        }

        /*
        // lighting
        if (e->keysym.sym == SDLK_1) {
        	world->l_const -= 0.1f;
        	if (world->l_const <= 0) world->l_const = 0.0f;
        }
        if (e->keysym.sym == SDLK_2) {
        	world->l_const += 0.1f;
        }
        if (e->keysym.sym == SDLK_3) {
        	world->l_linear -= 0.01f;
        	if (world->l_linear <= 0) world->l_linear = 0.0f;
        }
        if (e->keysym.sym == SDLK_4) {
        	world->l_linear += 0.01f;
        }
        if (e->keysym.sym == SDLK_5) {
        	world->l_quadratic -= 0.001f;
        	if (world->l_quadratic <= 0) world->l_quadratic = 0.0f;
        }
        if (e->keysym.sym == SDLK_6) {
        	world->l_quadratic += 0.001f;
        }
        */

        if (e->keysym.sym == SDLK_F5) {
            FILE *bf = fopen("bookmarks.txt","a");
            // copied from above: retreive area name for bookmarks, too
            unsigned int areaID = world->getAreaID();
            unsigned int regionID = 0;
            std::string areaName = "";
            try {
                AreaDB::Record rec = gAreaDB.getByAreaID(areaID);
                areaName = rec.getString(AreaDB::Name);
                //regionID = rec.getUInt(AreaDB::Region);
            } catch(AreaDB::NotFound)
            {
                if (world->gnWMO==0) areaName = "Unknown location";
            }
            if (regionID != 0) {
                /// Look up region
                try {
                    AreaDB::Record rec = gAreaDB.getByAreaID(regionID);
                    areaName = rec.getString(AreaDB::Name);
                } catch(AreaDB::NotFound)
                {
                    // do nothing
                }
            }

            fprintf(bf, "%s %f %f %f  %f %f  %s\n", world->basename.c_str(), world->camera.x, world->camera.y, world->camera.z, ah, av, areaName.c_str());
            fclose(bf);
        }

    } else {
        // key UP

        if (e->keysym.sym == SDLK_w) {
            if (moving > 0) moving = 0;
        }
        if (e->keysym.sym == SDLK_s) {
            if (moving < 0) moving = 0;
        }
        if (e->keysym.sym == SDLK_d) {
            if (strafing > 0) strafing = 0;
        }
        if (e->keysym.sym == SDLK_a) {
            if (strafing < 0) strafing = 0;
        }
        if (e->keysym.sym == SDLK_q) {
            if (updown > 0) updown = 0;
        }
        if (e->keysym.sym == SDLK_e) {
            if (updown < 0) updown = 0;
        }
    }
}
示例#2
0
void Test::display(float t, float dt)
{
    if (mapmode && world->minimap) {
        // show map
        // TODO: try to use a real map from WoW? either the large map or the minimap would be nice
        video.clearScreen();
        video.set2D();

        const int len = 768;
        const int basex = 200;
        const int basey = 0;
        glColor4f(1,1,1,1);
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, world->minimap);
        glBegin(GL_QUADS);
        glTexCoord2f(0,0);
        glVertex2i(basex,basey);
        glTexCoord2f(1,0);
        glVertex2i(basex+len,basey);
        glTexCoord2f(1,1);
        glVertex2i(basex+len,basey+len);
        glTexCoord2f(0,1);
        glVertex2i(basex,basey+len);
        glEnd();

        glDisable(GL_TEXTURE_2D);
        glBegin(GL_LINES);
        float fx, fz;
        fx = basex + world->camera.x / TILESIZE * 12.0f;
        fz = basey + world->camera.z / TILESIZE * 12.0f;
        glVertex2f(fx, fz);
        glColor4f(1,1,1,0);
        glVertex2f(fx + 10.0f*cosf(ah/180.0f*PI), fz + 10.0f*sinf(ah/180.0f*PI));
        glEnd();
    } else {
        // draw 3D view
        video.set3D();
        world->draw();

        video.set2D();
        glEnable(GL_BLEND);
        glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        glEnable(GL_TEXTURE_2D);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_CULL_FACE);
        glDisable(GL_LIGHTING);
        glColor4f(1,1,1,1);

        if (hud) {
            f16->print(5,0,"%.2f fps", gFPS);

            //char *sn = world->skies->getSkyName();
            //if (sn)	f16->print(5,60,"%s", sn);

            // TODO: look up WMO names/group names as well from some client db?
            unsigned int areaID = world->getAreaID();
            unsigned int regionID = 0;
            /// Look up area
            try {
                AreaDB::Record rec = gAreaDB.getByAreaID(areaID);
                std::string areaName = rec.getString(AreaDB::Name);
                regionID = rec.getUInt(AreaDB::Region);
                f16->print(5,20,"%s", areaName.c_str());
            } catch(AreaDB::NotFound)
            {
                /// Not found, unknown area
                //f16->print(5,20,"Unknown [%i]", areaID);
            }
            if (regionID != 0) {
                /// Look up region
                try {
                    AreaDB::Record rec = gAreaDB.getByAreaID(regionID);
                    std::string regionName = rec.getString(AreaDB::Name);
                    f16->print(5,40,"%s", regionName.c_str());
                } catch(AreaDB::NotFound)
                {
                    //f16->print(5,40,"Unknown [%i]", regionID);
                }
            }

            //f16->print(5,60,"%d", world->modelmanager.v);

            int time = ((int)world->time)%2880;
            int hh,mm;

            hh = time / 120;
            mm = (time % 120) / 2;

            //f16->print(5, 60, "%02d:%02d", hh,mm);
            f16->print(video.xres - 50, 0, "%02d:%02d", hh,mm);

            f16->print(5, video.yres-22, "(%.0f, %.0f, %.0f)",
                       -(world->camera.x - ZEROPOINT),
                       -(world->camera.z - ZEROPOINT),
                       world->camera.y);

        }

        if (world->loading) {
            const char* loadstr = "Loading...";
            const char* oobstr = "Out of bounds";

            f16->print(video.xres/2 - f16->textwidth(loadstr)/2, /*video.yres/2-8*/ 0, world->oob?oobstr:loadstr);
        }

        /*
        f16->print(5,20,"C: %.1f", world->l_const);
        f16->print(5,40,"L: %.2f", world->l_linear);
        f16->print(5,60,"Q: %.3f", world->l_quadratic);
        */
    }

};
示例#3
0
void UITexturingGUI::setChunkWindow(MapChunk *chunk)
{
	std::stringstream Temp;
	Temp << "Chunk " << chunk->px << ", " << chunk->py << " at (" << chunk->xbase << ", " << chunk->ybase << ", " << chunk->zbase << ")";
	chunkLocation->setText(Temp.str().c_str());///



	std::string areaName;
	try
	{
		AreaDB::Record rec = gAreaDB.getByID(chunk->getAreaID());
		areaName = rec.getString(AreaDB::Name);
	}
	catch (...)
	{
		areaName = "";
	}
	Temp.clear();
	Temp << "AreaID: " << areaName.c_str() << " (" << chunk->getAreaID() << ")";
	chunkAreaID->setText(Temp.str().c_str());///

	Temp.clear();
	Temp << "Flags: " << chunk->Flags;
	chunkFlags->setText(Temp.str().c_str());///

	for (int ch = 0; ch<5; ch++)
		chunkFlagChecks[ch]->setState(false);


	if (chunk->Flags & FLAG_SHADOW)
		chunkFlagChecks[0]->setState(true);
	if (chunk->Flags & FLAG_IMPASS)
		chunkFlagChecks[1]->setState(true);
	if (chunk->Flags & FLAG_LQ_RIVER)
		chunkFlagChecks[2]->setState(true);
	if (chunk->Flags & FLAG_LQ_OCEAN)
		chunkFlagChecks[3]->setState(true);
	if (chunk->Flags & FLAG_LQ_MAGMA)
		chunkFlagChecks[4]->setState(true);

	//sprintf(Temp,"EffectID: %d",chunk->header.effectId);
	//chunkEffectID->setText(Temp);///

	std::stringstream ss;
	ss << "Num Effects: " << chunk->header.nEffectDoodad;
	chunkNumEffects->setText(ss.str().c_str());///

	//! \todo rework texture reading
	/*
	int pl=0;
	for(pl=0;pl<(chunk->nTextures);pl++)
	{
	chunkTexture[pl]->show();
	chunkTextureNames[pl]->show();
	chunkTextureFlags[pl]->show();
	chunkTextureEffectID[pl]->show();

	sprintf(Temp,"Flags- %d",chunk->texFlags[pl]);
	chunkTextureFlags[pl]->setText(Temp);

	sprintf(Temp,"EffectID- %d",chunk->effectID[pl]);
	chunkTextureEffectID[pl]->setText(Temp);

	chunkTexture[pl]->setTexture(TextureManager::items[chunk->textures[pl]]->name);

	chunkTextureNames[pl]->setText(TextureManager::items[chunk->textures[pl]]->name);
	}
	for(;pl<4;pl++)
	{
	chunkTexture[pl]->hide();
	chunkTextureNames[pl]->hide();
	chunkTextureFlags[pl]->hide();
	chunkTextureEffectID[pl]->hide();
	}*/

}