331 lines
10 KiB
C++
331 lines
10 KiB
C++
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#include "stdneb.h"
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#include "simplegameapplication.h"
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#include "simplegamestatehandler.h"
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#include "input/inputhardwaresource.h"
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#include "input/inputwindowsource.h"
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#include "app/appframework/statehandler.h"
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#include "app/inputfeature/defaultinputprocss.h"
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#include "graphicsystem/GraphicObjectManager.h"
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#include "basegamefeature/basegamefeature.h"
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#include "graphicfeature/graphicsfeature.h"o
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#include "inputfeature/inputfeature.h"
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#include "particlefeature/particlefeature.h"
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namespace Sample
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{
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__ImplementThreadSingleton(SimpleGameApplication);
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/// the WinProc
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static LRESULT CALLBACK WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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//------------------------------------------------------------------------------
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/**
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*/
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SimpleGameApplication::SimpleGameApplication()
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: mWnd(0)
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{
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__ConstructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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SimpleGameApplication::~SimpleGameApplication()
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{
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if (this->IsOpen())
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{
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this->Close();
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}
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__DestructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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SimpleGameApplication::SetupStateHandlers()
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{
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// create our standard gamestatehandler
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Ptr<SimpleStateHandler> gameState = SimpleStateHandler::Create();
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gameState->SetName("GameState");
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gameState->SetSceneName("scene:TestAnimationScene.scene");
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this->AddStateHandler(gameState.get());
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this->SetState("GameState");
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}
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//------------------------------------------------------------------------------
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/**
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The Nebula3 WinProc.
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*/
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LRESULT CALLBACK
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WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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switch( uMsg )
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{
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case WM_DESTROY:
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App::GameServer::Instance()->SetQuitRequested();
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PostQuitMessage( 0 );
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return 0;
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}
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SimpleGameApplication* pApp = SimpleGameApplication::Instance();
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Ptr<Input::InputWindowSource> pInputSource = pApp->GetInputWindowsSource();
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if ( pInputSource.isvalid() )
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{
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return pInputSource->OnWinProc(hWnd, uMsg, wParam, lParam );
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}
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else
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{
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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}
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void SimpleGameApplication::Run(void)
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{
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while ( this->GetCurrentState() != "Exit" )
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{
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if ( mWnd )
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{
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MSG msg;
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while (PeekMessage(&msg, mWnd, 0, 0, PM_REMOVE))
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{
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//int msgHandled = TranslateAccelerator(mWin32Device->hPresentWnd, mWin32Device->hAccel, &msg);
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//if (0 == msgHandled)
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//{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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//}
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}
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}
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//_start_timer(mGameApplicationFrameTimeAll);
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#if __NEBULA3_HTTP__
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this->mHttpServerProxy->HandlePendingRequests();
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#endif
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this->mCoreServer->Trigger();
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//trigger our game server, which triggers all game features
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this->mGameServer->OnFrame();
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Util::String curState = this->GetCurrentState();
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Ptr<App::StateHandler> curStateHandler;
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Util::String newState;
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if (curState.IsValid())
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{
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// call the current state handler
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curStateHandler = this->FindStateHandlerByName(curState);
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n_assert(curStateHandler);
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newState = curStateHandler->OnFrame();
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}
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// call the app's Run() method
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Application::Run();
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// a requested state always overrides the returned state
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if (this->mRequestedState.IsValid())
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{
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this->SetState(this->mRequestedState);
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}
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else if (newState.IsValid() && newState != curStateHandler->GetName())
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{
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// a normal state transition
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this->SetState(newState);
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}
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//_stop_timer(mGameApplicationFrameTimeAll);
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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SimpleGameApplication::SetupGameFeatures()
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{
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GameApplication::SetupGameFeatures();
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// create and attach default features
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this->mBaseGameFeature = App::BaseGameFeature::Create();
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this->mBaseGameFeature->SetCmdLineArgs(this->GetCmdLineArgs());
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this->mBaseGameFeature->SetRenderDebug(true);
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this->mGameServer->AttachGameFeature(this->mBaseGameFeature.cast<App::Feature>());
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// game features
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this->mGraphicsFeature = App::GraphicsFeature::Create();
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mGraphicObjectManager = App::GraphicObjectManager::Create();
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mGraphicObjectManager->OnActivate();
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// input features
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this->mInputFeature = App::InputFeature::Create();
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Ptr<App::DefaultProcessInput> pInputProcess = App::DefaultProcessInput::Create();
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this->mInputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
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// register window class
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WNDCLASSEX wndClass;
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Memory::Clear(&wndClass, sizeof(wndClass));
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wndClass.cbSize = sizeof(wndClass);
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wndClass.style = CS_DBLCLKS;
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wndClass.lpfnWndProc = WinProc;
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wndClass.cbClsExtra = 0;
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wndClass.cbWndExtra = sizeof(void*); // used to hold 'this' pointer
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wndClass.hInstance = GetModuleHandle(0);
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wndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
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wndClass.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);
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wndClass.lpszMenuName = NULL;
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wndClass.lpszClassName = "Test";
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wndClass.hIconSm = NULL;
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RegisterClassEx(&wndClass);
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mWnd = ::CreateWindow("Test", // lpClassName
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"WebJet", // lpWindowName
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
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840-1024/2, // x
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525-768/2, // y
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1024, // nWidth
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768, // nHeight
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NULL, // hWndParent
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NULL, // hMenu
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GetModuleHandle(0), // hInstance
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NULL); // lParam
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this->mGraphicsFeature->SetWebVersion(false);
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this->mGraphicsFeature->SetWindow(mWnd);
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RECT clientRect;
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GetClientRect(mWnd,&clientRect);
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int wndHeight = clientRect.bottom - clientRect.top ;
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int wndWidth = clientRect.right - clientRect.left;
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this->mGraphicsFeature->SetWindowHeight(wndHeight);
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this->mGraphicsFeature->SetWindowWidth(wndWidth);
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App::InputSourceList inputsourceList;
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mInputWindowsSource = Input::InputWindowSource::Create();
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mInputWindowsSource->SetWnd(mWnd);
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inputsourceList.Append( mInputWindowsSource.upcast<Input::InputSource>() );
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// DInput <20><>IO<49><4F><EFBFBD><EFBFBD>
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Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
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inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
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this->mParticleFeature = App::ParticleFeature::Create();
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mGameServer->AttachGameFeature(this->mParticleFeature.upcast<App::Feature>());
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mInputFeature->InitSource( inputsourceList );
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this->mGameServer->AttachGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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mGameServer->AttachGameFeature(this->mInputFeature.upcast<App::Feature>());
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}
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//------------------------------------------------------------------------------
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/**
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Cleanup all added game features
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*/
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void
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SimpleGameApplication::CleanupGameFeatures()
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{
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this->mGameServer->RemoveGameFeature(this->mInputFeature.upcast<App::Feature>());
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this->mInputFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mBaseGameFeature.upcast<App::Feature>());
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this->mBaseGameFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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this->mGraphicsFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mParticleFeature.upcast<App::Feature>());
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this->mParticleFeature = 0;
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this->mGraphicObjectManager->OnDeactivate();
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this->mGraphicObjectManager = 0;
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GameApplication::CleanupGameFeatures();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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SimpleGameApplication::Open()
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{
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bool ret = App::GameApplication::Open();
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return ret;
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}
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void SimpleGameApplication::Close()
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{
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mInputWindowsSource = NULL;
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App::GameApplication::Close();
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}
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//------------------------------------------------------------------------
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#define USE_HTTP_SERVER 0
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void SimpleGameApplication::SetupProjectAssigns()
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{
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#if USE_HTTP_SERVER
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> temp code
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pAssignRegistry->SetAssign( IO::Assign("Net","http://10.7.82.13:8080") );
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pAssignRegistry->SetAssign( IO::Assign("project", "Net:test_project"));
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pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
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pAssignRegistry->SetAssign(IO::Assign("editor", "project:Editor") );
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// setup defalut content assigns
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pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
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pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
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pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
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pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
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pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
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pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
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pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
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pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
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// setup engine default assigns
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pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
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// <20><><EFBFBD><EFBFBD>shader<65><72>Ҫ<EFBFBD><D2AA><EFBFBD>롣<EFBFBD><EBA1A3><EFBFBD>ܷ<EFBFBD><DCB7>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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pAssignRegistry->SetAssign(IO::Assign("shd", "home:test_project/asset/Shader"));
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#else
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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Util::String projectPath = args.GetString("ProjectPath", "home:test_project");
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pAssignRegistry->SetAssign( IO::Assign("project", projectPath));
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pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
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pAssignRegistry->SetAssign(IO::Assign("editor", "project:Editor") );
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// setup defalut content assigns
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pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
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pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
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pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
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pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
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pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
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pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
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pAssignRegistry->SetAssign(IO::Assign("shd", "asset:Shader"));
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pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
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pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
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// setup engine default assigns
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pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
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#endif
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}
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} // namespace Tools
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