// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #include #include #include #include #include #include #include #include "Player.h" namespace AtomicPlayer { Player::Player(Context* context) : Object(context), renderWidth_(0), renderHeight_(0) { viewport_ = new Viewport(context_); SubscribeToEvent(E_EXITREQUESTED, HANDLER(Player, HandleExitRequested)); } Player::~Player() { } void Player::HandleExitRequested(StringHash eventType, VariantMap& eventData) { currentScene_ = 0; viewport_ = 0; } void Player::SetRenderToTexture(unsigned width, unsigned height) { renderWidth_ = width; renderHeight_ = height; renderTexture_ = new Texture2D(context_); depthTexture_ = new Texture2D(context_); renderTexture_->SetGPUShared(true); viewport_->SetRect(IntRect(0, 0, width, height)); renderTexture_->SetSize(width, height, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET); depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL); RenderSurface* surface = renderTexture_->GetRenderSurface(); surface->SetViewport(0, viewport_); surface->SetUpdateMode(SURFACE_UPDATEALWAYS ); surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface()); } Scene* Player::LoadScene(const String& filename, Camera *camera) { ResourceCache* cache = GetSubsystem(); SharedPtr file = cache->GetFile(filename); // If we're not rendering to texture and we haven't set the viewport, set it if (renderTexture_.Null() && GetSubsystem()->GetViewport(0) != viewport_) { GetSubsystem()->SetViewport(0, viewport_); } if (!file->IsOpen()) { return 0; } Scene* scene = new Scene(context_); if (!scene->LoadXML(*file)) { scene->ReleaseRef(); return 0; } if (currentScene_.Null()) { currentScene_ = scene; if(!camera) { PODVector cameraNodes; scene->GetChildrenWithComponent(cameraNodes, Camera::GetTypeStatic(), true); if (cameraNodes.Size()) { camera = cameraNodes[0]->GetComponent(); } } viewport_->SetScene(scene); if (camera) viewport_->SetCamera(camera); } return scene; } }