view ext/guichan-0.8.2/examples/openlayer.hpp @ 502:96c4922c1c24

Added some imports to the world initialization code. I had to do this because you were not able to use the editor with the shooter demo map files without manually adding the imports to the map file. You do not have to do this now (note the TODO in the comments). I have also hard coded the camera zoom level to ensure the map editors zoom level at the time of saving the map is not used.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 18 May 2010 14:48:33 +0000
parents 64738befdf3b
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();
         }
    }
}