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/*
   Copyright (c) 2018 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _PINGPONG_SCENE_H
#define _PINGPONG_SCENE_H

#include "Scenes/Headers/Scene.h"

namespace Divide {

class Sphere3D;

class PingPongScene : public Scene {
   public:
    explicit PingPongScene(PlatformContext& context, ResourceCache& cache, SceneManager& parent, const stringImpl& name);

    ~PingPongScene() {}

    bool load(const stringImpl& name) override;
    bool loadResources(bool continueOnErrors) override;
    void postLoadMainThread() override;
    void processInput(PlayerIndex idx, const U64 deltaTimeUS) override;
    void processTasks(const U64 deltaTimeUS) override;
    void processGUI(const U64 deltaTimeUS) override;
    U16 registerInputActions() override;

   private:
    void test(const Task& parentTask, AnyParam a, CallbackParam b);
    void serveBall(I64 btnGUID);
    void resetGame();

   private:
    I8 _score;
    vectorImpl<stringImpl> _quotes;
    vec3<F32> _sunvector;
    std::shared_ptr<Sphere3D> _ball;
    SceneGraphNode* _ballSGN;
    Camera* _paddleCam;
    SceneGraphNode* _sun;

   private:  // Game stuff:
    bool _directionTowardsAdversary;
    bool _upwardsDirection;
    bool _touchedOwnTableHalf;
    bool _touchedAdversaryTableHalf;
    bool _lost;
    bool _freeFly;
    bool _wasInFreeFly;
    F32 _sideDrift;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Scenes/PingPongScene/Headers/PingPongScene.h

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

[Ionut]
- Update copyright notices

993 Diff Diff IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

[Ionut]
- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

968 Diff Diff IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

957 Diff Diff IonutCava picture IonutCava Tue 31 Oct, 2017 17:15:51 +0000

[Ionut]
- Some SGN node search refactoring
- typedef PlayerIndex

903 Diff Diff IonutCava picture IonutCava Sun 25 Jun, 2017 18:55:02 +0000

[IonutCava]
- Rework DebugInterface to be part of the PlatformContext and to allow adding of AntTweakBar elements via easy to use descriptors

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

816 Diff Diff IonutCava picture IonutCava Fri 13 Jan, 2017 17:05:20 +0000

[IonutCava]
- Allow per player scene state and input source
— Add SceneStatePerPlayer class
— Add device index to InputParams objects.
— ToDo: map players to devide indices

815 Diff Diff IonutCava picture IonutCava Thu 12 Jan, 2017 23:33:01 +0000

[IonutCava]
- Fixed viewport alignment issue
- Added per-player RenderTargets (added index support to GFXRTPool)
- Initial implementation of per-player cameras
— Removed defaultCamera
— Scenes now use a baseCamera as a template for new player cameras

811 Diff Diff IonutCava picture IonutCava Wed 11 Jan, 2017 17:26:49 +0000

[IonutCava]
- Fix some threadpool cleanup bugs
- Fix terrain rendering (except underwater caustics)
- Fix terrain loading
- Fix terrain unloading

804 IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)