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Copyright (C) 2010-11 Christian Van Brussel, Institute of Information
and Communication Technologies, Electronics and Applied Mathematics
at Universite catholique de Louvain, Belgium
http://www.uclouvain.be/en-icteam.html
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CSDEMOAPPLICATION_H__
#define __CSDEMOAPPLICATION_H__
/**\file
* Crystal Space demo application framework class
*/
/**
* \addtogroup appframe
* @{ */
// All these files commonly needed are already included, so that the
// applications only need to include the files relevant for them.
#include "cssysdef.h"
#include "cstool/csapplicationframework.h"
#include "cstool/numberedfilenamehelper.h"
#include "cstool/simplestaticlighter.h"
#include "csutil/cfgacc.h"
#include "csutil/cmdhelp.h"
#include "csutil/common_handlers.h"
#include "csutil/csbaseeventh.h"
#include "csutil/event.h"
#include "csutil/hash.h"
#include "csutil/stringarray.h"
#include "iengine/camera.h"
#include "iengine/scenenode.h"
#include "iengine/sector.h"
#include "iengine/movable.h"
#include "imesh/object.h"
#include "iutil/cmdline.h"
#include "iutil/csinput.h"
#include "iutil/stringarray.h"
#include "iutil/virtclk.h"
#include "iutil/visualdebug.h"
#include "ivideo/graph2d.h"
#include "ivaria/cameramanager.h"
#include "ivaria/hudmanager.h"
#include "ivaria/view.h"
namespace CS {
namespace Utility {
/**
* Crystal Space demo application framework class. This class and its companions
* provide the basic functionalities for Crystal Space's demo and test
* applications. Most demos, tests and tutorials would want to use this class
* in order to simplify their code, make it more pertinent for the user, and
* unify the graphical and general layout between all applications.
*
* The functionalities provided by this class are:
* - creation of the main objects of the engine
* - default creation of the scene
* - basic interaction with the HUD and camera managers
* - screenshots
*
* Here is an example for the most simple use of this class:
* \code
* //--------------------------
* // example.h
*
* #include "cstool/csdemoapplication.h"
*
* class MyApp : public CS::Utility::DemoApplication
* {
* public:
* MyApp();
* bool Application ();
* };
*
* //--------------------------
* // example.cpp
*
* #include "cssysdef.h"
* #include "example.h"
*
* MyApp::MyApp ()
* : DemoApplication ("CrystalSpace.MyApp", "myapplication", "myapplication",
* "Description of 'myapplication'.")
* {
* // Configure the options for DemoApplication
* }
*
* bool MyApp::Application ()
* {
* // Default behavior from DemoApplication
* if (!DemoApplication::Application ())
* return false;
*
* // Initialize here your application
*
* // Default behavior from DemoApplication for the creation of the scene
* if (!CreateRoom ())
* return false;
*
* // Create here the main objects of your scene
*
* // Run the application
* Run();
*
* return true;
* }
*
* //--------------------------
* // main.cpp
*
* #include "cssysdef.h"
* #include "example.h"
*
* CS_IMPLEMENT_APPLICATION
*
* int main (int argc, char* argv[])
* {
* return MyApp ().Main (argc, argv);
* }
* \endcode
*
* \sa CS::Utility::iCameraManager CS::Utility::iHUDManager
*/
class CS_CRYSTALSPACE_EXPORT DemoApplication : public csApplicationFramework,
public csBaseEventHandler
{
private:
/// Whether the previous mouse cusor position was initialized
bool mouseInitialized;
/// The file helper to find new filenames to save screenshots
CS::NumberedFilenameHelper screenshotHelper;
/// Image format of the screenshots
csString screenshotFormat;
protected:
/// Reference to the engine
csRef<iEngine> engine;
/// Reference to the loader
csRef<iLoader> loader;
/// Reference to the 3D graphics
csRef<iGraphics3D> g3d;
/// Reference to the 2D graphics
csRef<iGraphics2D> g2d;
/// Reference to the keyboard driver
csRef<iKeyboardDriver> kbd;
/// Reference to the virtual clock
csRef<iVirtualClock> vc;
/// Reference to the view
csRef<iView> view;
/// Reference to the frame printer
csRef<FramePrinter> printer;
/// Reference to the virtual file system
csRef<iVFS> vfs;
/// Reference to the mouse driver
csRef<iMouseDriver> mouse;
/// Previous position of the mouse cursor during the last frame. It can be used to
/// know the distance travelled by comparing it to "mouse->GetLastX/Y".
csVector2 previousMouse;
/// Reference to the main sector
csRef<iSector> room;
/// Reference to the default HUD manager
csRef<CS::Utility::iHUDManager> hudManager;
/// Reference to the default camera manager
csRef<CS::Utility::iCameraManager> cameraManager;
/// Visual debugger
// TODO: remove
csRef<CS::Debug::iVisualDebugger> visualDebugger;
/// Access to the configuration manager system
csConfigAccess config;
//-- csBaseEventHandler
/**
* Base implementation of the method inherited from csBaseEventHandler. It initializes the
* previous position of the mouse cursor, renders the view and displays the visual debugging
* information if any.
*/
virtual void Frame ();
/**
* Base implementation of the method inherited from csBaseEventHandler. It checks for the
* "Help" or "Esc" keys.
*/
virtual bool OnKeyboard (iEvent& event);
/**
* Base implementation of the method inherited from csBaseEventHandler. It simply updates
* the \a previousMouse position.
*/
virtual bool OnMouseMove (iEvent& event);
/**
* Default initialization for the creation of the main sector (DemoApplication::room). It
* creates a sector of name "room", adds a grey uniform background far away, initializes
* the camera and add some lights.
*/
virtual bool CreateRoom ();
/**
* Print the help message for this application on standard output. You may need to implement
* this method in order to print out the commanline options of your application.
*/
virtual void PrintHelp ();
/**
* Return VFS path of an additional config file to load at initialization
* Override this if you wish to use an application-specific config file on
* top of <tt>demoapplication.cfg</tt>.
*/
virtual const char* GetApplicationConfigFile()
{ return nullptr; }
public:
/**
* Constructor.
* \param applicationName Name of the application, used to set
* csApplicationFramework::SetApplicationName().
*/
DemoApplication (const char* applicationName);
~DemoApplication ();
/**
* Base implementation of the method inherited from csApplicationFramework.
* It loads all base plugins, and registers itself to the event queue.
*/
virtual bool OnInitialize (int argc, char* argv[]);
/**
* Base implementation of the method inherited from csApplicationFramework. It
* opens the main application, find references to the engine objects, creates the
* main view used for rendering, and initializes the HUD manager.
*/
virtual bool Application ();
/**
* Base implementation of the method inherited from csApplicationFramework. It
* closes the frame printer.
*/
virtual void OnExit ();
};
} //namespace Utility
} //namespace CS
/** @} */
#endif // __CSDEMOAPPLICATION_H__
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