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📄 oasisroot.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of

 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisRoot.cpp

 * DESCRIPTION : Class for initialising the systems

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



#include "oasisRoot.h"

#include "oasisException.h"

#include "oasisGraphicsSystem.h"

#include "oasisFrameListenerSystem.h"

#include "oasisObjectSystem.h"

#include "oasisPhysicsSystem.h"

#include "oasisConsoleSystem.h"

#include "oasisCameraSystem.h"

#include "oasisSoundSystem.h"

#include "oasisInputSystem.h"

#include "oasisPhysicsSystem.h"

#include "oasisScriptSystem.h"



/// Include Ogre stuff

#include "OgreRoot.h"

#include "OgreLogManager.h"

#include "OgreStringConverter.h"



namespace Oasis {

 

  template< > root *singleton< root >::singletonPtr = 0;

  

  root::root( const string &configFile, uint32 flags ) { 

    runningSystems.clear( );

    initedSystems = 0;

    tempSystem = NULL;

    

    // Since ogre has just about all the core functionality needed

    // for a game ( resource loading etc ), we get it going

    

    // Create the root for ogre

    //ogreRoot = new Ogre::Root( configFile, "oasis.cfg", "oasis.log" );

    ogreRoot = new Ogre::Root( configFile );

    

    if ( !ogreRoot ) {   

      oasisError( exception::ET_NULL_POINTER,

      "CORE SUBSYSTEM FAILED TO INITIALISE",

      "root::( )" );

    } else {

      Ogre::LogManager::getSingleton( ).

  logMessage( "Core subsystem has been successfully INITIALISED" );

    }

      

    if ( flags ) {

      startSystems( flags );

    }

  }

  

  root::~root( ) {

    // Kill all subsystems

    systemVector::reverse_iterator it;

    

    for ( it = runningSystems.rbegin( ); it != runningSystems.rend( ); ++it ) {

      _logState( ( *it )->getSystemName( ), SS_DEINITIALISED );

      delete ( *it );      

    }

    

    runningSystems.clear( );

    initedSystems = 0;



    if ( ogreRoot ) {

      delete ogreRoot;

    }

  }

  

  root &root::get( void ) {

    return singleton< root >::get( );

  }

  

  root *root::getPtr( void ) {

    return singleton< root >::getPtr( );

  }



  void root::loadDirectoryResources( const string &resourcePath ) {

    directories.push_back( resourcePath );

    Ogre::ResourceManager::addCommonArchiveEx( resourcePath, "FileSystem" );

  }

  

  void root::loadZipResources( const string &zipFile ) {

    Ogre::ResourceManager::addCommonArchiveEx( zipFile, "Zip" );

  }

  

  void root::startSystems( uint32 flags ) {

    if ( !flags ) {

      return;

    }

    

    // First resolve deps

    _resolveDependencies( flags );

    

    if ( flags & SS_SCRIPT ) {

      _startSystem( SS_SCRIPT );

    }



    if ( flags & SS_GRAPHICS ) {

      _startSystem( SS_GRAPHICS );

    }

     

    if ( flags & SS_FRAMELISTENER ) {

      _startSystem( SS_FRAMELISTENER );

    }

      

    if ( flags & SS_INPUT ) {

      _startSystem( SS_INPUT );

    }

    

    if ( flags & SS_CONSOLE ) {

      _startSystem( SS_CONSOLE );

    }   

   

    if ( flags & SS_SOUND ) {

      _startSystem( SS_SOUND );

    }



    if ( flags & SS_CAMERA ) {

      _startSystem( SS_CAMERA );

    }



    if ( flags & SS_PHYSICS ) {

      _startSystem( SS_PHYSICS );

    }



    if ( flags & SS_OBJECT ) {

      _startSystem( SS_OBJECT );

    }    

  }

  

  void root::resetAll( void ) {

    // Reset all systems

    systemVector::iterator it;

    

    for ( it = runningSystems.begin( ); it != runningSystems.end( ); ++it ) {

      ( *it )->reset( );

    }

  }



  void root::updateAll( real time ) {

    // Update all systems

    systemVector::iterator it;

    

    for ( it = runningSystems.begin( ); it != runningSystems.end( ); ++it ) {

      ( *it )->update( time );

    }

  }



  void root::doAutoLoop( void ) {

    ogreRoot->startRendering( );

  }

   

  void root::_startSystem( SubSystem systemToStart ) {

    if ( initedSystems & systemToStart ) {

      return;

    }

    

    switch( systemToStart ) {

    case SS_GRAPHICS:

      tempSystem = new graphicsSystem( );

      break;

    case SS_FRAMELISTENER:

      tempSystem = new frameListenerSystem( );

      break;

    case SS_SCRIPT:

      tempSystem = new scriptSystem( );

      break;   

    case SS_INPUT:

      tempSystem = new inputSystem( );

      break;

    case SS_CONSOLE:

      tempSystem = new consoleSystem( );

      break;       

    case SS_SOUND:

      tempSystem = new soundSystem( );

      break;

    case SS_CAMERA:

      tempSystem = new cameraSystem( );

      break;

    case SS_PHYSICS:

      tempSystem = new physicsSystem( );

      break;

    case SS_OBJECT:

      tempSystem = new objectSystem( );

      break;  

    }

    

    if ( !tempSystem ) {

      oasisError( exception::ET_NULL_POINTER,

      Ogre::StringConverter::toString( systemToStart ) + 

      " subsystem failed to initialise",

      "root::startSystem" );

    } else {

      // Reset the system

      tempSystem->reset( );

      // Log it's state

      _logState( tempSystem->getSystemName( ), SS_INITIALISED );

      runningSystems.push_back( tempSystem );

      initedSystems |= systemToStart;

    }    

  }

  

  void root::_resolveDependencies( uint32 &flags ) {

    // Console needs script and input

    if ( flags & SS_CONSOLE ) {

      if ( !( flags & SS_SCRIPT ) ) {      

  flags |= SS_SCRIPT;      

      }

      

      if ( !( flags & SS_INPUT ) ) {    

  flags |= SS_INPUT;      

      }

    }

    

    // Camera, Input and console need listener

    if ( ( flags & SS_INPUT ) |

   ( flags & SS_CONSOLE ) |

   ( flags & SS_CAMERA ) |

   ( flags & SS_PHYSICS ) ) {

      if ( !( flags & SS_FRAMELISTENER ) ) {   

  flags |= SS_FRAMELISTENER;

      }

    }



    // A bunch of things need graphics

    if ( ( flags & SS_CONSOLE ) |

   ( flags & SS_INPUT ) |  

   ( flags & SS_FRAMELISTENER ) |

   ( flags & SS_CAMERA ) ) {

      if ( !( flags & SS_GRAPHICS ) ) {  

  flags |= SS_GRAPHICS;

      }

    }

  }

  

  void root::_logState( const string &name, SystemState state ) {

    string message = name + " subsystem has been successfully ";

    

    switch ( state ) { 

    case SS_INITIALISED:

      message += "INITIALISED";

      break;

    case SS_DEINITIALISED:

      message += "DEINITIALISING";

      break;

    }

    

    Ogre::LogManager::getSingleton( ).logMessage( message );

  }

}

  

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