#include "Sample.h" #include "SamplesGame.h" const Game::State& Sample::UNINITIALIZED = Game::UNINITIALIZED; const Game::State& Sample::RUNNING = Game::RUNNING; const Game::State& Sample::PAUSED = Game::PAUSED; const Game::ClearFlags& Sample::CLEAR_COLOR = Game::CLEAR_COLOR; const Game::ClearFlags& Sample::CLEAR_DEPTH = Game::CLEAR_DEPTH; const Game::ClearFlags& Sample::CLEAR_STENCIL = Game::CLEAR_STENCIL; const Game::ClearFlags& Sample::CLEAR_COLOR_DEPTH = Game::CLEAR_COLOR_DEPTH; const Game::ClearFlags& Sample::CLEAR_COLOR_STENCIL = Game::CLEAR_COLOR_STENCIL; const Game::ClearFlags& Sample::CLEAR_DEPTH_STENCIL = Game::CLEAR_DEPTH_STENCIL; const Game::ClearFlags& Sample::CLEAR_COLOR_DEPTH_STENCIL = Game::CLEAR_COLOR_DEPTH_STENCIL; Sample::Sample() { } Sample::~Sample() { enableScriptCamera(false); } bool Sample::isVsync() { return Game::isVsync(); } void Sample::setVsync(bool enable) { Game::setVsync(enable); } long Sample::getAbsoluteTime() { return Game::getAbsoluteTime(); } long Sample::getGameTime() { return Game::getGameTime(); } Game::State Sample::getState() const { return Game::getInstance()->getState(); } int Sample::run() { return Game::getInstance()->run(); } void Sample::pause() { Game::getInstance()->pause(); } void Sample::resume() { Game::getInstance()->resume(); } void Sample::exit() { Game::getInstance()->exit(); } void Sample::frame() { Game::getInstance()->frame(); } unsigned int Sample::getFrameRate() const { return Game::getInstance()->getFrameRate(); } const Rectangle& Sample::getViewport() const { return Game::getInstance()->getViewport(); } void Sample::setViewport(const Rectangle& viewport) { Game::getInstance()->setViewport(viewport); } unsigned int Sample::getWidth() const { return Game::getInstance()->getWidth(); } unsigned int Sample::getHeight() const { return Game::getInstance()->getHeight(); } float Sample::getAspectRatio() const { return Game::getInstance()->getAspectRatio(); } void Sample::clear(Game::ClearFlags flags, const Vector4& clearColor, float clearDepth, int clearStencil) { Game::getInstance()->clear(flags, clearColor, clearDepth, clearStencil); } void Sample::clear(Game::ClearFlags flags, float red, float green, float blue, float alpha, float clearDepth, int clearStencil) { Game::getInstance()->clear(flags, red, green, blue, alpha, clearDepth, clearStencil); } AudioController* Sample::getAudioController() const { return Game::getInstance()->getAudioController(); } AnimationController* Sample::getAnimationController() const { return Game::getInstance()->getAnimationController(); } PhysicsController* Sample::getPhysicsController() const { return Game::getInstance()->getPhysicsController(); } ScriptController* Sample::getScriptController() const { return Game::getInstance()->getScriptController(); } void Sample::displayKeyboard(bool display) { Game::getInstance()->displayKeyboard(display); } void Sample::keyEvent(Keyboard::KeyEvent evt, int key) { } void Sample::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex) { } bool Sample::mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta) { return false; } bool Sample::hasMouse() { return Game::getInstance()->hasMouse(); } bool Sample::isMouseCaptured() { return Game::getInstance()->isMouseCaptured(); } void Sample::setMouseCaptured(bool captured) { Game::getInstance()->setMouseCaptured(captured); } void Sample::setMultiTouch(bool enabled) { Game::getInstance()->setMultiTouch(enabled); } bool Sample::isMultiTouch() const { return Game::getInstance()->isMultiTouch(); } bool Sample::hasAccelerometer() const { return Game::getInstance()->hasAccelerometer(); } void Sample::getAccelerometerValues(float* pitch, float* roll) { Game::getInstance()->getAccelerometerValues(pitch, roll); } void Sample::getSensorValues(float* accelX, float* accelY, float* accelZ, float* gyroX, float* gyroY, float* gyroZ) { Game::getInstance()->getSensorValues(accelX, accelY, accelZ, gyroX, gyroY, gyroZ); } void Sample::schedule(long timeOffset, TimeListener* timeListener, void* cookie) { Game::getInstance()->schedule(timeOffset, timeListener, cookie); } void Sample::enableScriptCamera(bool enable) { Game::getInstance()->getScriptController()->executeFunction("camera_setActive", "b", enable); } void Sample::setScriptCameraSpeed(float normal, float fast) { Game::getInstance()->getScriptController()->executeFunction("camera_setSpeed", "ff", normal, fast); } bool Sample::isGestureSupported(Gesture::GestureEvent evt) { return Game::getInstance()->isGestureSupported(evt); } void Sample::registerGesture(Gesture::GestureEvent evt) { Game::getInstance()->registerGesture(evt); } void Sample::unregisterGesture(Gesture::GestureEvent evt) { Game::getInstance()->unregisterGesture(evt); } bool Sample::isGestureRegistered(Gesture::GestureEvent evt) { return Game::getInstance()->isGestureRegistered(evt); } void Sample::gestureSwipeEvent(int x, int y, int direction) { } void Sample::gesturePinchEvent(int x, int y, float scale) { } void Sample::gestureTapEvent(int x, int y) { } void Sample::gestureLongTapEvent(int x, int y, float duration) { } void Sample::gestureDragEvent(int x, int y) { } void Sample::gestureDropEvent(int x, int y) { } void Sample::gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad) { } unsigned int Sample::getGamepadCount() const { return Game::getInstance()->getGamepadCount(); } Gamepad* Sample::getGamepad(unsigned int index, bool preferPhysical) const { return Game::getInstance()->getGamepad(index, preferPhysical); } void Sample::drawFrameRate(Font* font, const Vector4& color, unsigned int x, unsigned int y, unsigned int fps) { char buffer[10]; sprintf(buffer, "%u", fps); font->start(); font->drawText(buffer, x, y, color, 18); font->finish(); }