Donc maintenant voici un petit code exemple basé sur le l’exemple 02.Quake3Map inclus avec Irrlicht mais intégrant un pavé de touche directionnel + 1 Joystick pour contrôler la camera :
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 | /** Example 002 Quake3Map This Tutorial shows how to load a Quake 3 map into the engine, create a SceneNode for optimizing the speed of rendering, and how to create a user controlled camera. Please note that you should know the basics of the engine before starting this tutorial. Just take a short look at the first tutorial, if you haven't done this yet: http://irrlicht.sourceforge.net/tut001.html Lets start like the HelloWorld example: We include the irrlicht header files and an additional file to be able to ask the user for a driver type using the console. */ #include <irrlicht.h> #include <android_native_app_glue.h> #include <android/log.h> #include <android/native_window.h> using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; struct SAppContext { IrrlichtDevice *device; }; // Define some values that we'll use to identify individual gui controls. enum { GUI_ID_QUIT_BUTTON = 101, GUI_ID_AVANCE, GUI_ID_RECULE, GUI_ID_GAUCHE, GUI_ID_DROITE, MJOY_UP, MJOY_DOWN, MJOY_LEFT, MJOY_RIGHT, }; class MyEventReceiver : public IEventReceiver { public: MyEventReceiver(SAppContext & context) : Context(context) { } int posX[2]; int posY[2]; virtual bool OnEvent(const SEvent& event) { if (event.EventType == EET_USER_EVENT) { __android_log_print(ANDROID_LOG_ERROR, "Reset", "Reset Event"); //Context.device->getGUIEnvironment()->addImage(Context.device->getVideoDriver()->getTexture("media/irrlichtlogo2.png"), position2d<int>(10,10)); } else if (event.EventType == EET_GUI_EVENT) { s32 id = event.GUIEvent.Caller->getID(); IGUIEnvironment* env = Context.device->getGUIEnvironment(); switch(event.GUIEvent.EventType) { case EGET_BUTTON_CLICKED: switch(id) { case GUI_ID_QUIT_BUTTON: Context.device->closeDevice(); return true; default: return false; } break; default: break; } } else if(event.EventType == EET_MULTI_TOUCH_EVENT) { for( int i = 0; i < 2; i++) { if(event.MultiTouchInput.Touched[i]) { posX[i] = event.MultiTouchInput.X[i]; posY[i]= event.MultiTouchInput.Y[i]; __android_log_print(ANDROID_LOG_ERROR, "*******MOUSE***** ", "X = %i, Y = %i,\n", posX[i], posY[i]); } else { posX[i] = -1; posY[i] = -1; } } } return false; } private: SAppContext & Context; }; void getAndroidScreenSize(int& lEcran, int& hEcran, JNIEnv* jnienv, android_app* app) { jclass CActivity = jnienv->FindClass("android/app/Activity"); jmethodID MgetWindowManager = jnienv->GetMethodID(CActivity, "getWindowManager", "()Landroid/view/WindowManager;"); jclass CWindowManager = jnienv->FindClass("android/view/WindowManager"); jmethodID MgetDefaultDisplay = jnienv->GetMethodID(CWindowManager, "getDefaultDisplay", "()Landroid/view/Display;"); jclass CDisplay = jnienv->FindClass("android/view/Display"); jmethodID MgetSize = jnienv->GetMethodID(CDisplay, "getSize", "(Landroid/graphics/Point;)V"); jclass CPoint = jnienv->FindClass("android/graphics/Point"); jmethodID MPointNew = jnienv->GetMethodID(CPoint, "<init>", "()V"); jfieldID FPointX = jnienv->GetFieldID(CPoint, "x", "I"); jfieldID FPointY = jnienv->GetFieldID(CPoint, "y", "I"); jobject display = jnienv->CallObjectMethod(jnienv->CallObjectMethod(app->activity->clazz, MgetWindowManager), MgetDefaultDisplay); jobject point = jnienv->NewObject(CPoint, MPointNew); jnienv->CallVoidMethod(display, MgetSize, point); lEcran = (int)(jnienv->GetIntField(point, FPointX)); hEcran = (int)(jnienv->GetIntField(point, FPointY)); } bool touchInBoutton(IGUIButton *boutton, int x, int y) { if(x > boutton->getAbsolutePosition().UpperLeftCorner.X && x < boutton->getAbsolutePosition().LowerRightCorner.X && y > boutton->getAbsolutePosition().UpperLeftCorner.Y && y < boutton->getAbsolutePosition().LowerRightCorner.Y) { return true; } else { return false; } } int stateJoystick(IGUIButton *boutton, int x, int y) { if(x < (boutton->getAbsolutePosition().UpperLeftCorner.X + boutton->getAbsolutePosition().getWidth() * 0.30)) { return MJOY_LEFT; } else if(x > (boutton->getAbsolutePosition().UpperLeftCorner.X + boutton->getAbsolutePosition().getWidth() * 0.70)) { return MJOY_RIGHT; } else if(y < (boutton->getAbsolutePosition().UpperLeftCorner.Y + boutton->getAbsolutePosition().getWidth() * 0.30)) { return MJOY_UP; } else if(y > (boutton->getAbsolutePosition().UpperLeftCorner.Y + boutton->getAbsolutePosition().getWidth() * 0.70)) { return MJOY_DOWN; } } void move(ISceneNode *node, vector3df vel) { matrix4 m; m.setRotationDegrees(node->getRotation()); m.transformVect(vel); node->setPosition(node->getPosition() + vel); node->updateAbsolutePosition(); } void targetCamera(ICameraSceneNode* camera) { vector3df rotCam = camera->getRotation(); vector3df pos(0.0f,0.0f,1000.0f);//1000 en Z pour regarder a 1000 unité devant nous matrix4 mat; mat.setRotationDegrees(rotCam); mat.transformVect(pos); camera->setTarget(camera->getAbsolutePosition() + pos); } void android_main(android_app* app) { JNIEnv *jnienv = NULL; JavaVM *jvm = app->activity->vm; JavaVMAttachArgs lJavaVMAttachArgs; lJavaVMAttachArgs.version = JNI_VERSION_1_6; lJavaVMAttachArgs.name = "NativeThread"; lJavaVMAttachArgs.group = NULL; jvm->AttachCurrentThread(&jnienv, &lJavaVMAttachArgs); jobject activity = app->activity->clazz; app_dummy(); int lEcran; int hEcran; //recupere la taille de l ecran stocker dans nos variable lEcran et hEcran getAndroidScreenSize(lEcran, hEcran, jnienv, app); __android_log_print(ANDROID_LOG_ERROR, "Screen Width, Height: ", "%i, %i\n", lEcran, hEcran); SIrrlichtCreationParameters param; param.DriverType = EDT_OGLES2; param.PrivateData = app; param.WindowSize = dimension2d<u32>(0,0);//lEcran>hEcran?lEcran:hEcran, lEcran>hEcran?hEcran:lEcran); param.Bits = 24; param.ZBufferBits = 16; param.AntiAlias = 0; IrrlichtDevice* device = createDeviceEx(param); if (device == 0) // could not create selected driver. return; device->setResizable(true); video::IVideoDriver* driver = device->getVideoDriver(); dimension2d<u32> size = driver->getScreenSize(); __android_log_print(ANDROID_LOG_ERROR, "Render Window Width, Height: ", "%i, %i\n", size.Width, size.Height); IGUIEnvironment* env = device->getGUIEnvironment(); ISceneManager* smgr = device->getSceneManager(); IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont("media/fonthaettenschweiler.bmp"); if (font) skin->setFont(font); skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP); //calcule de la position des bouton par rapport à la taille de l'écran s32 largeurBoutton = lEcran*0.10; s32 hauteurBouton = (hEcran * 0.15); s32 p1 = lEcran * 0.10; s32 p2 = hEcran - (hEcran * 0.4); s32 p3 = p1 + largeurBoutton; s32 p4 = p2 + hauteurBouton; // BOUTTON AVANCE ITexture* imageAvance(driver->getTexture("media/arrow-up.png")); IGUIButton *buttonAvance = env->addButton(rect<s32>(p1, p2, p3, p4), 0, GUI_ID_AVANCE); buttonAvance->setImage(imageAvance); buttonAvance->setScaleImage(true); buttonAvance->setUseAlphaChannel(true); buttonAvance->setDrawBorder(false); // BOUTON RECULE ITexture* imageRecule(driver->getTexture("media/arrow-down.png")); IGUIButton *buttonRecule = env->addButton(rect<s32>(p1, p4 + (hEcran*0.06) , p3, p4 + (hEcran*0.06) + hauteurBouton), 0, GUI_ID_RECULE); buttonRecule->setImage(imageRecule); buttonRecule->setScaleImage(true); buttonRecule->setUseAlphaChannel(true); buttonRecule->setDrawBorder(false); // BOUTTON GAUCHE ITexture* imageGauche(driver->getTexture("media/arrow-left.png")); IGUIButton *buttonGauche = env->addButton(rect<s32>(p1 - hauteurBouton - (lEcran * 0.01), p4 - (largeurBoutton/2) + (hEcran*0.03), p1 - (lEcran * 0.01) , p4 + (largeurBoutton/2) + (hEcran*0.03)), 0, GUI_ID_GAUCHE); buttonGauche->setImage(imageGauche); buttonGauche->setScaleImage(true); buttonGauche->setUseAlphaChannel(true); buttonGauche->setDrawBorder(false); // BOUTON DROITE ITexture* imageDroite(driver->getTexture("media/arrow-right.png")); IGUIButton *buttonDroite = env->addButton(rect<s32>(p1 + largeurBoutton + (lEcran * 0.01), p4 - (largeurBoutton/2) + (hEcran*0.03), p1 + largeurBoutton + (lEcran * 0.01) + hauteurBouton, p4 + (largeurBoutton/2) + (hEcran*0.03)), 0, GUI_ID_DROITE); buttonDroite->setImage(imageDroite); buttonDroite->setScaleImage(true); buttonDroite->setUseAlphaChannel(true); buttonDroite->setDrawBorder(false); // JOYSTICK p1 = lEcran - (lEcran * 0.25); p2 = hEcran - (hEcran * 0.35); p3 = lEcran - (lEcran * 0.05); p4 = hEcran - (hEcran * 0.05); //la base ITexture* imageControlBase(driver->getTexture("media/control-base.png")); IGUIButton *buttonControlBase = env->addButton(rect<s32>(p1,p2,p3,p4),0, GUI_ID_DROITE); buttonControlBase->setImage(imageControlBase); buttonControlBase->setScaleImage(true); buttonControlBase->setUseAlphaChannel(true); buttonControlBase->setDrawBorder(false); // la boule du joystick ITexture* imageBall(driver->getTexture("media/control-ball.png")); IGUIButton *buttonBall = env->addButton(rect<s32>(p1 + (buttonControlBase->getAbsolutePosition().getWidth() *0.25), p2 + (buttonControlBase->getAbsolutePosition().getHeight() *0.25), p3 - (buttonControlBase->getAbsolutePosition().getWidth() *0.25), p4 - (buttonControlBase->getAbsolutePosition().getHeight() *0.25)), 0, GUI_ID_DROITE); buttonBall->setImage(imageBall); buttonBall->setScaleImage(true); buttonBall->setUseAlphaChannel(true); buttonBall->setDrawBorder(false); int tailleBall = buttonBall->getAbsolutePosition().getWidth(); int buttonBallTouchInEvent = -1; // boutton pour quitter env->addButton(rect<s32>(lEcran - (lEcran * 0.11), hEcran - (hEcran * 0.99), lEcran - (lEcran * 0.01), hEcran - (hEcran * 0.89)), 0, GUI_ID_QUIT_BUTTON, L"Quit", L"Exits Program"); env->addImage(driver->getTexture("media/irrlichtlogo3.png"), position2d<int>(10,10)); device->getFileSystem()->addFileArchive("media/map-20kdm2.pk3"); scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); scene::ISceneNode* node = 0; if (mesh) node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); if (node) node->setPosition(core::vector3df(-1300,-144,-1249)); ICameraSceneNode * myCamera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); SAppContext context; context.device = device; MyEventReceiver receiver(context); device->setEventReceiver(&receiver); ANativeWindow* oldwin = app->window; while(device->run() && driver) if (device->isWindowActive()) { if(oldwin!=app->window){ __android_log_print(ANDROID_LOG_ERROR, "Win", "window changed"); oldwin = app->window; } // on boucle pour checker le multitouch for(int i = 0; i < 2; i++) { // button event if(touchInBoutton(buttonAvance,receiver.posX[i],receiver.posY[i])) { move(myCamera, vector3df(0,0,1)); } if(touchInBoutton(buttonRecule,receiver.posX[i],receiver.posY[i])) { move(myCamera, vector3df(0,0,-1)); } if(touchInBoutton(buttonGauche,receiver.posX[i],receiver.posY[i])) { move(myCamera, vector3df(-1,0,0)); } if(touchInBoutton(buttonDroite,receiver.posX[i],receiver.posY[i])) { move(myCamera, vector3df(1,0,0)); } //JOYSTICH EVENT if(touchInBoutton(buttonControlBase,receiver.posX[i],receiver.posY[i])) { buttonBall->setRelativePosition(position2d<s32>(receiver.posX[i] - tailleBall/2, receiver.posY[i]- tailleBall/2)); buttonBallTouchInEvent = i; // appel de joystate qui nous renvoi son etat int joystate = stateJoystick(buttonControlBase,receiver.posX[i],receiver.posY[i]); switch(joystate) { case MJOY_LEFT: { myCamera->setRotation(vector3df(myCamera->getRotation().X ,myCamera->getRotation().Y - 1,myCamera->getRotation().Z)); } break; case MJOY_RIGHT: { myCamera->setRotation(vector3df(myCamera->getRotation().X ,myCamera->getRotation().Y + 1,myCamera->getRotation().Z)); } break; case MJOY_UP: { myCamera->setRotation(vector3df(myCamera->getRotation().X - 1 ,myCamera->getRotation().Y,myCamera->getRotation().Z)); } break; case MJOY_DOWN: { myCamera->setRotation(vector3df(myCamera->getRotation().X + 1,myCamera->getRotation().Y,myCamera->getRotation().Z)); } break; default: break; } } if(i == buttonBallTouchInEvent && !touchInBoutton(buttonControlBase,receiver.posX[i],receiver.posY[i])) //reset event ball { buttonBall->setRelativePosition(position2d<s32>(p1 + (buttonControlBase->getAbsolutePosition().getWidth() *0.25), p2 + (buttonControlBase->getAbsolutePosition().getHeight() *0.25))); } //FIN EVENT JOYSTICK } targetCamera(myCamera); driver->beginScene(true, true, SColor(0,200,200,200)); smgr->drawAll(); env->drawAll(); driver->endScene(); } device->drop(); jvm->DetachCurrentThread(); return; } |
Vous avez la possibilité de télécharger ce code exemple compilé avec le fichier .apk pour tester sur ce lien :
http://www.mediafire.com/download/vif90 … s-4620.zip
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merci pour ce tuto
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