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CarltonSemple_FinalProject.cpp
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CarltonSemple_FinalProject.cpp
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/*///////////////////////////////////////////////////////////////////////////////////////
Carlton Semple
Final Project
Visual Studio 2013
December 4, 2014
///////////////////////////////////////////////////////////////////////////////////////*/
#include <iostream>
#include <ctime>
#include <deque>
#include <thread>
#include <string>
#include <string.h>
#include "Bird.h"
#include "Button2D.h"
#include "Button3D.h"
#include "BitMap.h"
#include "Character.h"
#include "Cloud.h"
#include "Droplet.h"
#include "MobileObject.h"
#include "WaveSet.h"
#ifdef __APPLE__
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#include <GL/glext.h>
#endif
using namespace std;
class point{
public:
float x, y, z;
point();
point(float a, float b, float c){ x = a; y = b; z = c; }
};
// Window Properties
static int wID1, wID2; // Window identifiers.
static int mainWidth = 500, mainHeight = 500, secondaryWidth = 600, secondaryHeight = 500; // Allow for manipulation of window properties
static float xWorld = 0.0, yWorld = 0.0, zWorld = 0.0;
// Mouse
point *mouseClick = new point(0.0, 0.0, 0.0);
/*********************************************** Menus ******************************************/
// Glider Menu
static float buttonHeight = mainHeight / 7;
Button2D *previous_button = new Button2D(0.0, mainWidth / 2, 0, buttonHeight, "previous", 0.0, 'd');
Button2D *next_button = new Button2D(mainWidth / 2, mainWidth, 0, buttonHeight, "next", 0.0, 'i');
Button2D *continue_button = new Button2D(2.7 * (mainWidth / 4), mainWidth, buttonHeight, mainHeight, "Continue", 0.0, 'c');
// Character Menu
Button3D *start_button = new Button3D(-6.0, 15.0, 5.0,
40.0, 64.0, 30.0);
Button2D *blueButton = new Button2D(mainWidth / 2, mainWidth / 2 + mainWidth / 10, 0.0, buttonHeight / 2, "b", 0.0, 'b');
Button2D *redButton = new Button2D(mainWidth / 2, mainWidth / 2 + 2*(mainWidth / 10), 0.0, buttonHeight / 2, "r", 0.0, 'r');
Button2D *greenButton = new Button2D(mainWidth / 2, mainWidth / 2 + 3 * (mainWidth / 10), 0.0, buttonHeight / 2, "g", 0.0, 'g');
// Clicking
#define BUFFER_SIZE 1024
static unsigned int hitBuffer[1024]; // hit buffer
static unsigned int closestName = 0; // name of closest hit
static int hitCount; // number of hits found in hit buffer
static int highlightFrames = 10;
static bool selectionMode = false; // in selection mode or not
static bool drawInRenderMode = true;
// Camera
static float xCamera = 0.0, yCamera = 0.0, zCamera = 40.0; // The camera won't really move in general, but just a little for extra effects
static float focalDistance = 120.0;
static float drawDistance = 20.0;
static float xFocus = 0.0, yFocus = 40.0, zFocus = -40.0;
static float camAngle = 90.0; // horizontal, x & z
static float vertAngle = 0.0;
// Character
static float xPlayer = 0.0, yPlayer = 30.0, zPlayer = 0.0;
static Character *character = new Character(xPlayer, yPlayer, zPlayer,
1.0, 3.0, 10.0,
1.3,
10,150.0);
bool moveLeft = false, moveRight = false, moveUp = false, moveDown = false;
static int score = 0;
// Birds
static deque<Bird*> theBirds; // the flock of birds . inspired by Alfred Hitchcock
// Clouds
static deque<Cloud*> clouds;
static float cloudSpacing = 30.0;
// Waves
int waveHeightRange = 25;
float oceanVelocity = 0.2;
static float sectionLength = 10.0;
static float oceanLength;
float oceanTraversedDistance = 0;
static deque<WaveSet*> waves;
// **************************** Animation Logic ****************************
static int frameDuration = 40;
static bool gliderMenu = true;
static bool characterMenu = false;
static bool characterSelected = false;
static bool sendBirds = false;
static float Xangle = 30.0, Yangle = 0.0, Zangle = 0.0; // Angles to rotate canoe.
static int rowCount = 0, columnCount = 0; // Indexes of selected control point.
// Forward Function Declarations
void resize1(int w, int h);
void resize2(int w, int h);
// ********************************** Functions **********************************
// ** **
// * *
// Routine to draw a bitmap character string.
void writeBitmapString(void *font, char *string, int length)
{
char *c = string;
for (int i = 0; i < length; i++){ // Use length as a limit rather than '\0' to avoid garbage
glutBitmapCharacter(font, *c);
c++;
}
}
// ******************************** Camera Tricks ********************************
// Rotate the focus points for gluLookAt
void turn(float angleChange)
{
camAngle += angleChange;
if (camAngle >= 360)
camAngle = camAngle - 360.0;
else if (camAngle < 0)
camAngle = camAngle + 360.0;
float angle = camAngle; // camera angle
float s, c; // sine & cosine
if (angle == 0) // east
{
// move point of focus
xFocus = focalDistance + xCamera;
zFocus = 0.0 + zCamera;
}
else if (angle == 90) // north
{
// move point of focus
zFocus = -focalDistance + zCamera;
xFocus = 0.0 + xCamera;
}
else if (angle == 180) // west
{
// move point of focus
xFocus = -focalDistance + xCamera;
zFocus = 0.0 + zCamera;
}
else if (angle == 270) // south
{
// move point of focus
zFocus = focalDistance + zCamera;
xFocus = 0.0 + xCamera;
}
// northern hemisphere
else if (angle > 0 && angle < 180)
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
zFocus = (-focalDistance * s) + zCamera;
xFocus = (focalDistance * c) + xCamera;
}
// southern hemisphere
else if (angle > 180 && angle < 360)
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
zFocus = (-focalDistance * s) + zCamera;
xFocus = (focalDistance * c) + xCamera;
}
}
// Rotate the yFocus point for gluLookAt
void rotateVertical(float angleChange)
{
vertAngle += angleChange;
if (vertAngle >= 90.0)
vertAngle = 90.0;
else if (vertAngle < -90)
vertAngle = -90.0;
float angle = vertAngle; // camera angle
float s, c; // sine & cosine
if (angle == -90) // straight
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
yFocus = (focalDistance * s) + yCamera;
}
else if (angle == 0) // straight up
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
yFocus = (focalDistance * s) + yCamera;
}
else if (angle == 90) // west
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
yFocus = (focalDistance * s) + yCamera;
}
// down
else if (angle > -90 && angle < 0)
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
yFocus = (focalDistance * s) + yCamera;
}
// up
else if (angle > 0 && angle < 90)
{
// convert degrees to radians
angle *= 0.0174532925;
s = sin(angle); c = cos(angle);
// move point of focus
yFocus = (focalDistance * s) + yCamera;
}
}
// ***************************** Bird System ****************************
/*
Mange a set of birds, spaced randomly. Only draw birds within reasonable distance
*/
void manageBirds(
point startPosition,
int waveSize, // how many birds spawn next to each other
int numWaves, // how many sets of birds
float delayBetweenBirds)
{
srand(time(0));
float birdSize = 1.0;
static int birdCount = waveSize * numWaves;
static int waveCount = 0; //
static float spacing = 7 * birdSize;
static float x = startPosition.x, y = startPosition.y, z = startPosition.z, direction = 0; // change these between function calls
float xCurrent = x, yCurrent = y, zCurrent = z;
if (sendBirds == false)
return;
// Generate the set of birds
if (waveCount < numWaves) // do this many waves
{
// Allow for previous wave to have gone
int goneCount = 0;
for (int h = 0; h < theBirds.size(); h++)
if (theBirds[h]->gone)
{
theBirds[h]->draw(); // draw the bird if it's gone
goneCount++;
}
if (goneCount == theBirds.size()) // all birds gone
{
for (int i = 0; i < waveSize; i++) // Release a new wave
{
Bird *nB = new Bird(xCurrent, yCurrent, zCurrent, direction, birdSize);
nB->goneDistance = delayBetweenBirds;
theBirds.push_back(nB);
int del = 100;
while (del > 0)
del--;
// change horizontally
xCurrent += spacing;
}
waveCount++;
}
// Draw all of the birds
for (int i = 0; i < theBirds.size(); i++)
{
theBirds[i]->draw();
}
return;
}
// Remove the birds that have reached the point of no return
while (true)
{
if (theBirds.size() > 0)
{
deque<Bird*>::iterator dIt = theBirds.begin(); // check the front, since this contains the oldest bird
Bird* bp = *dIt;
if (bp->destroy)
{
theBirds.pop_front();
delete(bp);
// Add a new bird
//
//Bird* newBi = new Bird(x, y, z, direction, 0.5);
//
//theBirds.push_back(newBi); // add to the end
//
}
else
break; // break if there is no bird at the front that's reached the point of expulsion
}
else
{
theBirds.clear();
break;
}
}
// Draw all of the birds
for (int i = 0; i < theBirds.size(); i++)
{
theBirds[i]->draw();
}
}
// **************************** Particle Cloud System ****************************
/*
Add new clouds. Remove old ones. Keep the cloud count consistent & continuous
*/
void manageClouds( point startPosition,
int numClouds,
float &cloudSeparation, float minSeparation, float range)
{
float changeX = rand() % 8;
float changeY = rand() % 7;
static float startx = startPosition.x + changeX - 3, starty = startPosition.y + changeY - 2, startz = startPosition.z;
if (startx >= startPosition.x + range)
startx = startPosition.x - range / 2;
if (starty >= startPosition.y + range)
starty = startPosition.y - range / 2;
if (clouds.size() < numClouds)
{
// Release a new cloud once the previously released cloud has gone
if (clouds.size() != 0)
{
deque<Cloud*>::reverse_iterator crI = clouds.rbegin(); // check last cloud
Cloud* cl = *crI;
if (cl->gone)
{
Cloud *nC = new Cloud(1.0, 1.0, 1.0,
startx, starty, startz,
5, 100, 0.4);
nC->goneDistance = cloudSeparation; // decrease this with time
if (cloudSeparation - 0.5 > minSeparation)
cloudSeparation -= 0.5; // clouds arrive more quickly
else
cloudSeparation = minSeparation; // minimum separation
clouds.push_back(nC);
// increment position
startx += 2.0;
starty += 2.5;
}
}
else
{
Cloud *nC = new Cloud(1.0, 1.0, 1.0,
startx, starty, startz,
5, 100, 0.4);
nC->goneDistance = cloudSeparation; // decrease this with time
clouds.push_back(nC);
}
}
deque<Cloud*>::iterator cI = clouds.begin();
while (cI != clouds.end())
{
Cloud* clou = *cI;
if (!clou->destroy)
clou->draw();
cI++;
}
// Remove the clouds that reached their goal
while (true)
{
cI = clouds.begin();
if (cI == clouds.end())
break;
Cloud * cc = *cI;
if (cc->destroy)
{
clouds.pop_front();
delete cc;
}
else
break;
}
}
// **************************** Wave Set System ****************************
// Build a set of waves along the xz plane
deque<WaveSet*> build_XZ_waves(float xSta, float zSta, // starting coordinates
int xCount, int zCount, // counts for # of sections
float sectionWidth, float sectionLength,
int append)
{
deque<WaveSet*> wTemp;
float y = 0;
float width = sectionWidth;
float length = sectionLength;
float xStart = xSta, zStart = zSta; // keep the previous position
int zc = 0;
for (float l = zStart; zc < zCount; l -= (length / 2)) // working backwards (- values)
{
int xc = 0;
for (float x = xStart; xc < xCount; x += (width / 2))
{
WaveSet *nWave = new WaveSet(0, y, 0, x, width, l, length, waveHeightRange);
if (append == 0)
wTemp.push_back(nWave);
else if (append == 1)
waves.push_back(nWave);
xc++;
}
zc++;
}
return wTemp;
}
// Move waves up & down
void waveCycleMotion(float speed)
{
for (int w = 0; w < waves.size(); w++)
{
if (waves[w]->waveHeight > -waves[w]->originalHeight && waves[w]->goDown == true)
{
waves[w]->waveHeight -= waves[w]->speed;
if (waves[w]->waveHeight <= -waves[w]->originalHeight)
waves[w]->goDown = false;
}
else if (waves[w]->waveHeight < waves[w]->originalHeight)
{
waves[w]->waveHeight += waves[w]->speed;
if (waves[w]->waveHeight >= waves[w]->originalHeight)
waves[w]->goDown = true;
}
}
}
// Remove waves that have reached their goal
void removeSuccessfulWaves()
{
while (true)
{
if (waves.size() == 0)
break;
WaveSet *wCurrent = waves.front();
if (wCurrent->destroy == true) // wave will mark itself for destruction
{
waves.pop_front();
delete(wCurrent);
}
else
break;
}
}
void addNewWaves()
{
}
void manageWaves()
{
// Create the set of waves
if (waves.size() == 0)
{
oceanLength = 10 * 5.0; // number of sections z-wise * section length/2
waves = build_XZ_waves( -25.0, 20.0,
16, 10,
6.0, sectionLength,
0);
}
float matAmb[] = { 0.0, 0.0, 0.0, 1.0 };
float matDif[] = { 1.0, 1.0, 0.0, 1.0 };
float matSpec[] = { 1.0, 1.0, 1.0, 1.0 };
float matShine[] = { 90.0 };
float matEmission[] = { 0.0, 0.0, 0.0, 1.0 };
// Material properties of sphere.
//glMaterialfv(GL_FRONT, GL_AMBIENT, matAmb);
//glMaterialfv(GL_FRONT, GL_DIFFUSE, matDif);
//glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec);
//glMaterialfv(GL_FRONT, GL_SHININESS, matShine);
//glMaterialfv(GL_FRONT, GL_EMISSION, matEmission);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
removeSuccessfulWaves(); // Remove waves that have reached their goal
//if (oceanTraversedDistance >= sectionLength/2)
if (waves.size() <= 160 - 16)
{
//oceanTraversedDistance = 0;
build_XZ_waves( -25, 20.0 - (10*5),
16, 1,
6.0, sectionLength,
1);
}
//addNewWaves();
for (int i = 0; i < waves.size(); i++)
{
waves[i]->draw();
}
}
// Allow for buttons to alternate between green & blue
float Button2D::blue = 1.0;
float Button2D::green = 0.0;
// Draw the 2D Menu for Glider Customization
void drawGliderMenu()
{
character->drawGlider();
previous_button->draw(true, 0.0, 0.0, 0.0); next_button->draw(true, 0.0, 0.0, 0.0);
continue_button->draw(false, 0.2, 0.2, 0.2);
}
// Menu to customize the character's color
void viewCharacterMenu()
{
gluLookAt(
//0.0, 2.0, 10.0, // Camera position
5.0, 15.0, 21.0,
0.0, 15.0, 0.0, // Camera focus position
0.0, 1.0, 0.0); // Which side is "up"
// without selection
if (drawInRenderMode)
selectionMode = false;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// enable lighting
glEnable(GL_LIGHTING);
character->drawForSelection(5.0, 15.0, -6.0, 0.0, 0.0, 0.0); // Draw the character without the glider
// Introduce fog *******************************************
float fogColor[4] = { 0.5, 0.5, 0.5, 1.0 };
int fogMode = GL_EXP2; // Fog mode.
float fogDensity = 0.035; // Fog density.
// Draw the color buttons
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glPushMatrix();
// glTranslatef(0.0, 6.0, 1.2);
// glRotatef(13.0, 0.0, 1.0, 0.0);
// //glColor3f()
// glutSolidCube(3.0);
//glPopMatrix();
//glPushMatrix();
// glTranslatef(3.5, 6.0, 0.3);
// glRotatef(13.0, 0.0, 1.0, 0.0);
// glutSolidCube(3.0);
//glPopMatrix();
//glPushMatrix();
// glTranslatef(7.0, 6.0, -0.5);
// glRotatef(13.0, 0.0, 1.0, 0.0);
// glutSolidCube(3.0);
//glPopMatrix();
/*redButton->draw(false, 1.0, 0.0, 0.0);
greenButton->draw(false, 0.0, 1.0, 0.0);
blueButton->draw(false, 0.0, 0.0, 1.0);*/
glEnable(GL_FOG);
glFogfv(GL_FOG_COLOR, fogColor);
glFogi(GL_FOG_MODE, fogMode);
glFogf(GL_FOG_START, -5.0); // starting z value
glFogf(GL_FOG_END, 10.0); // ending z value
glFogf(GL_FOG_DENSITY, fogDensity);
// Draw the start button within the fog
start_button->draw(selectionMode, closestName, highlightFrames); // Draw the start button
glLoadIdentity();
glDisable(GL_FOG);
}
// Drawing Routine for main (left) window
void drawScene(void)
{
if (gliderMenu == true)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
drawGliderMenu();
}
else if (gliderMenu == false && characterMenu == true)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glLoadIdentity();
viewCharacterMenu();
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
resize1(mainWidth, mainHeight); // Ensure window properties.
// Should technically be called elsewhere
//gluLookAt(0.0, 0.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gluLookAt(
xCamera, yCamera, zCamera,
xFocus, yFocus, zFocus,
0.0, 1.0, 0.0);
// Rotate scene.
glRotatef(Zangle, 0.0, 0.0, 1.0);
glRotatef(Yangle, 0.0, 1.0, 0.0);
glRotatef(Xangle, 1.0, 0.0, 0.0);
characterSelected = true;
// Proceed with scene
glEnable(GL_LIGHTING);
// Draw the character
character->draw();
// Draw score
glPushMatrix();
glRasterPos3f(-35.0, 49.0, -30);
string s = "Score: " + std::to_string(score);
char *cstr = new char[s.length()]; // http://stackoverflow.com/questions/7352099/stdstring-to-char
for (int i = 0; i < s.length(); i++)
cstr[i] = s[i];
glColor3f(1.0, 0.0, 1.0);
writeBitmapString(GLUT_BITMAP_HELVETICA_18, cstr, s.length());
glPopMatrix();
// Create and maintain waves
manageWaves();
// Send the birds
sendBirds = true;
manageBirds(
point(-50, 45, -80),
6, 800, 8);
manageClouds( point(0, 17, -70),
300, cloudSpacing, 10, 8);
// Draw the Water Droplets
character->drawDroplets();
glDisable(GL_LIGHTING);
}
glutSwapBuffers();
}
// Main Window setup
void setup1(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST); // Enable depth testing.
character->bmp->setupTexture();
// Enable color material mode:
// The ambient and diffuse color of the front faces will track the color set by glColor().
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Turn on OpenGL lighting.
//glEnable(GL_LIGHTING);
//*************************************************** The most recent attempt at lighting is based off the litBezierCanoe.cpp example
// Light
float ambie[] = { 0.5, 0.5, 0.5, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambie);
float posit[] = { 0.0, 15.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, posit);
// Light property vectors.
float lightAmb[] = { 0.0, 0.0, 0.0, 1.0 };
float lightDifAndSpec[] = { 1.0, 1.0, 1.0, 1.0 };
float lightPos[] = { 0.0, 1.5, 3.0, 0.0 };
float globAmb[] = { 0.2, 0.2, 0.2, 1.0 };
// Light properties.
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDifAndSpec);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightDifAndSpec);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambie);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); // Enable two-sided lighting.
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); // Enable local viewpoint.
// Material property vectors.
float matAmbAndDif1[] = { 0.9, 0.0, 0.7, 1.0 };
float matAmbAndDif2[] = { 0.3, 0.3, 0.3, 1.0 };
float matSpec[] = { 1.0, 1.0, 1.0, 1.0 };
float matShine[] = { 50.0 };
// Material properties.
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matAmbAndDif1);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, matAmbAndDif2);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpec);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, matShine);
}
// Main Window Resize
void resize1(int w, int h)
{
mainWidth = w; mainHeight = h; // keep the globals updated
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (gliderMenu == true)
glOrtho(0.0, (float)w, 0.0, (float)h, 10.0, -100.0);
else
gluPerspective(60.0, (float)w / (float)h, 1.0, 250.0);
glMatrixMode(GL_MODELVIEW);
// Update the glider's position to be drawn alone
character->updateGliderPosition_Exclusive(
0.59*mainWidth, 0.5*mainHeight, -4.0,
90.0, 0.0, -0.0);
// Update the button sizes & position
previous_button->updatePosition(0.0, mainWidth / 2, 0, buttonHeight, 0.0);
next_button->updatePosition(mainWidth / 2, mainWidth, 0, buttonHeight, 0.0);
continue_button->updatePosition(2.7 * (mainWidth / 4), mainWidth, buttonHeight, mainHeight, 0.0);
}
// Move the player according to which key was pressed
void handlePlayerMovement(int button, float moveAmount)
{
switch (button)
{
case 0: // up
moveUp = true;
moveDown = false;
moveLeft = false;
moveRight = false;
yPlayer += moveAmount;
character->updatePosition(xPlayer, yPlayer, zPlayer);
break;
case 1: // down
moveUp = false;
moveDown = true;
moveLeft = false;
moveRight = false;
yPlayer -= moveAmount;
character->updatePosition(xPlayer, yPlayer, zPlayer);
break;
case 2: // left
moveUp = false;
moveDown = false;
moveLeft = true;
moveRight = false;
xPlayer -= moveAmount;
character->updatePosition(xPlayer, yPlayer, zPlayer);
break;
case 3: // right
moveUp = false;
moveDown = false;
moveLeft = false;
moveRight = true;
xPlayer += moveAmount;
character->updatePosition(xPlayer, yPlayer, zPlayer);
break;
default:
return;
break;
}
glutPostRedisplay();
}
// Keyboard input processing routine.
void keyInput(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
exit(0);
break;
case ' ':
if (gliderMenu == false && characterMenu == false)
{
character->spewWater(); // release a water droplet
glutPostRedisplay();
}
break;
default:
break;
}
}
// Callback routine for non-ASCII key entry.
void specialKeyInput(int key, int x, int y)
{
float moveAmount = 2.0;
if (key == GLUT_KEY_UP)
handlePlayerMovement(0, moveAmount);
if (key == GLUT_KEY_DOWN)
handlePlayerMovement(1, moveAmount);
if (key == GLUT_KEY_LEFT)
handlePlayerMovement(2, moveAmount);
if (key == GLUT_KEY_RIGHT)
handlePlayerMovement(3, moveAmount);
//cout << "gZ: " << zTemp << endl;
glutPostRedisplay();
}
void findClosestHit(int hits, unsigned int buffer[]);
void handleCharacterMenuClicks(int button, int state, int x, int y)
{
/******************************** Character Menu Buttons ******************************/
// wait for left button click
if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN)
return;
//y = mainHeight - y; // Correct from mouse to OpenGL co-ordinates.
// check to see if the click was inside any of the menu options
mouseClick->x = x;
mouseClick->y = mainHeight - y; // Save the values for use outside this function
/****************** Clicking on the Moving Button *******************/
int viewport[4]; // data for viewport
glGetIntegerv(GL_VIEWPORT, viewport); // get viewport data
glSelectBuffer(BUFFER_SIZE, hitBuffer);
(void)glRenderMode(GL_SELECT); // selection mode
// Save the viewing volume defined in the resize routine.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
// Define a viewing volume corresponding to selecting in 3 x 3 region around the cursor.
glLoadIdentity();
gluPickMatrix((float)x, (float)(viewport[3] - y), 3.0, 3.0, viewport);
gluPerspective(60.0, (float)mainWidth / (float)mainHeight, 1.0, 250.0); // Same as found in the resize function.
glMatrixMode(GL_MODELVIEW); // Return to modelview mode before drawing.
glLoadIdentity();
glInitNames(); // Initializes the name stack to empty.
glPushName(0); // Puts name 0 on top of stack.
// Determine hits by calling button draw function, assigning name(s) (see draw function)
selectionMode = true;
drawInRenderMode = false;
drawScene();
hitCount = glRenderMode(GL_RENDER); // Return to rendering mode, returning number of hits.
drawInRenderMode = true;
// Restore viewing volume of the resize routine
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW); // return to modelview mode
// Determine closest of the hit objects (if any).
findClosestHit(hitCount, hitBuffer);
}
// The mouse callback routine. For Main Window
void mouseControl(int button, int state, int x, int y)
{
/******************************** Glider Menu Buttons ******************************/
if (gliderMenu == true)
{
// left button click
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
y = mainHeight - y; // Correct from mouse to OpenGL co-ordinates.
// check to see if the click was inside any of the menu options
mouseClick->x = x;
mouseClick->y = y; // Save the values for use outside this function
if (previous_button->containsCoordinate(mouseClick->x, mouseClick->y))
{
// Change to the previous texture
previous_button->incrementOrDecrement(character->bmp->selectedSource);
if (character->bmp->selectedSource < 0) // loop the index
character->bmp->selectedSource = character->bmp->sources.size() - 1;
character->bmp->reload();
character->bmp->setupTexture();
}
else if (next_button->containsCoordinate(mouseClick->x, mouseClick->y))
{
// Change to the next texture
next_button->incrementOrDecrement(character->bmp->selectedSource);
if (character->bmp->selectedSource >= character->bmp->sources.size()) // loop the index back to 0
character->bmp->selectedSource = 0;
character->bmp->reload();
character->bmp->setupTexture();
}
else if (continue_button->containsCoordinate(mouseClick->x, mouseClick->y))
{
// Progress to the Next Menu
gliderMenu = false;
characterMenu = true;
cout << "Are you ready to begin? Click on the moving prism" << endl;