Mercurial > fife-parpg
view ext/guichan-0.8.1/examples/openlayer.hpp @ 14:3a7f83ccbc28
* Modified map layers so the player character should be able to walk diagonally now as well
* However he does not! looks like a pather issue
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sun, 06 Jul 2008 22:03:52 +0000 |
parents | 4a0efb7baf70 |
children |
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/* * Code that sets up an OpenLayer application with Guichan using the * Guichan OpenLayer back end. */ #include <guichan.hpp> #include <guichan/openlayer.hpp> namespace openlayer { // All back ends contain objects to make Guichan work on a // specific target - in this case OpenLayer - and they are a Graphics // object to make Guichan able to draw itself using OpenLayer, an // input objec to make Guichan able to get user input using OpenLayer // and an ImageLoader object to make Guichan able to load images // using OpenLayer. gcn::OpenLayerGraphics* graphics; gcn::OpenLayerInput* input; gcn::OpenLayerImageLoader* imageLoader; /** * Initialises the OpenLayer application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We simply initialise OpenLayer as we would do with any OpenLayer application. ol::Setup::SetupProgram(true, true, true); ol::Setup::SetupScreen(640, 480, WINDOWED); // Now it's time to initialise the Guichan OpenLayer back end. imageLoader = new gcn::OpenLayerImageLoader(); // The ImageLoader Guichan should use needs to be passed to the Image object // using a static function. gcn::Image::setImageLoader(imageLoader); graphics = new gcn::OpenLayerGraphics(); // We need to tell the OpenLayer Graphics object how big the screen is. graphics->setTargetPlane(640, 480); input = new gcn::OpenLayerInput(); // Now we create the Gui object to be used with this OpenLayer application. globals::gui = new gcn::Gui(); // The Gui object needs a Graphics to be able to draw itself and an Input // object to be able to check for user input. In this case we provide the // Gui object with OpenLayer implementations of these objects hence making Guichan // able to utilise OpenLayer. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Halts the OpenLayer application. */ void halt() { delete globals::gui; delete imageLoader; delete input; delete graphics; } /** * Runs the OpenLayer application. */ void run() { ol::Bitmap mouse_bmp; mouse_bmp.Load(mouse_sprite, ol::CONVERT_MAGIC_PINK); if (!mouse_bmp ) { ol::OlError("Pointer not loaded."); } while(!key[KEY_ESC]) { // Now we let the Gui object perform its logic. globals::gui->logic(); // Now we let the Gui object draw itself. globals::gui->draw(); // We draw the mouse pointer manually. mouse_bmp.Blit(mouse_x, mouse_y); // Finally we update the screen. ol::GfxRend::RefreshScreen(); } } }