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Tactics: Western Philosophers Vs. Musicians
0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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#include <GOgreApp.h>
Public Member Functions | |
| OgreApp () | |
| virtual | ~OgreApp () |
| Ogre::SceneNode * | getSceneNode (const char *name_) const |
| Ogre::SceneManager * | getSceneManager () const |
| const Ogre::Camera * | getCam () const |
| Ogre::RenderWindow * | getWindow () const |
| const std::vector < Ogre::SceneNode * > & | getNonPersistentNodes () const |
| virtual bool | setup (bool restoreOgreConfig_) |
| virtual void | createScene (const char *sceneGraphXML_) |
| Ogre::SceneNode * | createSceneNode (const char *name_, bool isPersistent_, Ogre::SceneNode *parent_) |
| virtual void | destroyScene (bool doDestroyPersistentData_) |
| virtual void | go () |
| void | serializeSceneGraph (const char *sceneGraphXML_) |
Protected Member Functions | |
| virtual void | setupResources () |
| virtual bool | configure (bool restoreOgreConfig_) |
| virtual void | chooseSceneManager () |
| virtual void | createCamera () |
| virtual void | createViewports () |
| virtual void | createResourceListener () |
| virtual void | loadResources () |
| void | processSceneGraphXML (TiXmlElement *element_, Ogre::SceneNode *parentSceneNode_) |
| void | serialize (TiXmlElement *element_, Ogre::SceneNode *parentSceneNode_) |
Protected Attributes | |
| Ogre::Root * | _root |
| Ogre::Camera * | _camera |
| Ogre::SceneManager * | _sceneMgr |
| Ogre::RenderWindow * | _window |
| std::map< std::string, Ogre::SceneNode * > | _namesToSerializableNodes |
| std::vector< Ogre::SceneNode * > | _nonPersistentNodes |
| std::map< std::string, Ogre::Light * > | _namesToSerializableLights |
| std::vector< Ogre::Light * > | _nonPersistentLights |
Wraps the Ogre scene manager, cameras, and other basic graphical elements.
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Configures the application - returns false if the user chooses to abandon configuration.
Reimplemented in Tactics3D::App.
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Reimplemented in Tactics3D::App, and OpenSkyNet::CoreDesigner3DViewer::App.
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Optional override method where you can create resource listeners (e.g. for loading screens).
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Load application elements from an XML file.
| SceneNode * OgreApp::createSceneNode | ( | const char * | name_, |
| bool | isPersistent_, | ||
| Ogre::SceneNode * | parent_ | ||
| ) |
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Reimplemented in Tactics3D::App, and OpenSkyNet::CoreDesigner3DViewer::App.
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Free memory used by application elements.
Reimplemented in OpenSkyNet::Graphics::UI, and OpenSkyNet::CoreDesigner3DViewer::App.
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Reimplemented in Tactics3D::App, and OpenSkyNet::CoreDesigner3DViewer::App.
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Optional override method where you can perform resource group loading. Must at least do ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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This method loads SceneGraph.xml. Here's a brief description of the linked schema SceneGraph.xsd: This schema populates the Ogre scene w/ SceneNodes, Lights, and Entities.
<xs:element name="SceneGraph">
A scene may contain an ambient light and any number of point lights.
<xs:element name="Light" minOccurs="0" maxOccurs="unbounded">
Every node may contain any number of subnodes, may contain
rotation and translation properties, and may have any number
of entities attached. All nodes must have a name.
<xs:element name="Node">
<xs:element ref="Node" minOccurs="0" maxOccurs="unbounded" />
<xs:element name="Property" minOccurs="0" maxOccurs="unbounded">
<xs:element name="Entity" minOccurs="0" maxOccurs="unbounded">
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| void OgreApp::serializeSceneGraph | ( | const char * | sceneGraphXML_ | ) |
Saves the current state of the scene graph to an XML file.
| sceneGraphXML_ | the filename to save |
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Sets up the application - returns false if the user chooses to abandon configuration.
Reimplemented in OpenSkyNet::Graphics::UI, and OpenSkyNet::CoreDesigner3DViewer::App.
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Method which will define the source of resources (other than current folder).
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1.8.6