forked from Mirrorlandia_minetest/irrlicht
Add tiny UI to SplitScreen example and some minor cleanup.
Just to show that GUI can be used print usable keys on screen. Also ESC can be used now to quit. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6307 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -2,11 +2,11 @@
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A tutorial by Max Winkel.
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In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
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with Irrlicht. We'll create a viewport divided
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into 4 parts, with 3 fixed cameras and one user-controlled.
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In this tutorial we'll learn how to use split screen (e.g. for racing-games)
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with Irrlicht. We'll create a viewport divided into 4 parts, with 3 fixed
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cameras and one user-controlled.
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Ok, let's start with the headers (I think there's
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OK, let's start with the headers (I think there's
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nothing to say about it)
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*/
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@ -23,55 +23,62 @@ using namespace irr;
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using namespace core;
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using namespace video;
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using namespace scene;
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using namespace gui;
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/*
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Now we'll define the resolution in a constant for use in
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initializing the device and setting up the viewport. In addition
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we set up a global variable saying splitscreen is active or not.
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initializing the device and setting up the viewport.
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*/
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//Resolution
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const int ResX=800;
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const int ResY=600;
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const bool fullScreen=false;
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//Use SplitScreen?
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bool SplitScreen=true;
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// We allow quitting the with the ESC key
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bool Quit = false;
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/*
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Now we need four pointers to our cameras which are created later:
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We need four pointers to our cameras which are created later:
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*/
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//cameras
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ICameraSceneNode *camera[4]={0,0,0,0};
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ICameraSceneNode *Camera[4]={0,0,0,0};
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/*
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In our event-receiver we switch the SplitScreen-variable,
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whenever the user press the S-key. All other events are sent
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to the FPS camera.
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whenever the user press the S-key.
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We also allow quitting the application with ESC.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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virtual bool OnEvent(const SEvent& event)
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{
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//Key S enables/disables SplitScreen
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if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
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event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
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if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown )
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{
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if ( event.KeyInput.Key == KEY_KEY_S )
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{
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SplitScreen = !SplitScreen;
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return true;
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}
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//Send all other events to camera4
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if (camera[3])
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return camera[3]->OnEvent(event);
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if (event.KeyInput.Key == KEY_ESCAPE )
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{
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Quit = true;
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return true;
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}
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}
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return false;
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}
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};
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/*
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Ok, now the main-function:
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First, we initialize the device, get the SourceManager and
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VideoDriver, load an animated mesh from .md2 and a map from
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.pk3. Because that's old stuff, I won't explain every step.
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The main-function:
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First, we initialize the device, get some useful variables,
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load an animated mesh from .md2 and a map from .pk3.
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Because that's old stuff, I won't explain every step.
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Just take care of the maps position.
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*/
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int main()
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@ -84,7 +91,8 @@ int main()
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//Instance of the EventReceiver
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MyEventReceiver receiver;
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//Initialise the engine
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//Initialize the engine
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const bool fullScreen=false;
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IrrlichtDevice *device = createDevice(driverType,
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dimension2du(ResX,ResY), 32, fullScreen,
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false, false, &receiver);
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@ -93,6 +101,7 @@ int main()
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ISceneManager *smgr = device->getSceneManager();
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IVideoDriver *driver = device->getVideoDriver();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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const io::path mediaPath = getExampleMediaPath();
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@ -121,6 +130,9 @@ int main()
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map_node->setPosition(vector3df(-850,-220,-850));
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}
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// Add some static text gui element, to give users information and how to show how using the UI works.
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guienv->addStaticText(L"<S> to switch split screen.\n<ESC> to quit", recti(5,5, 100, 30), false, true, 0, -1, true);
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/*
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Now we create our four cameras. One is looking at the model
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from the front, one from the top and one from the side. In
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@ -129,19 +141,19 @@ user.
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*/
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// Create 3 fixed and one user-controlled cameras
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//Front
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camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
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Camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
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//Top
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camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
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Camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
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//Left
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camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
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Camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
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//User-controlled
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camera[3] = smgr->addCameraSceneNodeFPS();
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// don't start at sydney's position
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if (camera[3])
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camera[3]->setPosition(core::vector3df(-50,0,-50));
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Camera[3] = smgr->addCameraSceneNodeFPS();
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// don't start at Sydney's position
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if (Camera[3])
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Camera[3]->setPosition(core::vector3df(-50,0,-50));
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/*
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Create a variable for counting the fps and hide the mouse:
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Hide the mouse and create a variable for counting the fps:
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*/
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//Hide mouse
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device->getCursorControl()->setVisible(false);
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@ -150,12 +162,12 @@ Create a variable for counting the fps and hide the mouse:
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/*
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There wasn't much new stuff - till now!
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Only by defining four cameras, the game won't be splitscreen.
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To do this you need several steps:
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The game won't be split the screen just by defining four cameras.
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To do this several steps are needed:
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- Set the viewport to the whole screen
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- Begin a new scene (Clear screen)
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- The following 3 steps are repeated for every viewport in the splitscreen
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- The following 3 steps are repeated for every viewport in the split screen
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- Set the viewport to the area you wish
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- Activate the camera which should be "linked" with the viewport
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- Render all objects
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@ -168,31 +180,31 @@ To do this you need several steps:
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Sounds a little complicated, but you'll see it isn't:
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*/
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while(device->run())
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while(!Quit && device->run())
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{
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// Don't reset mouse cursor when window is not active
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camera[3]->setInputReceiverEnabled(device->isWindowActive());
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Camera[3]->setInputReceiverEnabled(device->isWindowActive());
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//Set the viewpoint to the whole screen and begin scene
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driver->setViewPort(rect<s32>(0,0,ResX,ResY));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,100,100));
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//If SplitScreen is used
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//If split screen is used
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if (SplitScreen)
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{
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//Activate camera1
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smgr->setActiveCamera(camera[0]);
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smgr->setActiveCamera(Camera[0]);
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//Set viewpoint to the first quarter (left top)
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driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));
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//Draw scene
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smgr->drawAll();
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//Activate camera2
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smgr->setActiveCamera(camera[1]);
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smgr->setActiveCamera(Camera[1]);
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//Set viewpoint to the second quarter (right top)
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driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));
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//Draw scene
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smgr->drawAll();
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//Activate camera3
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smgr->setActiveCamera(camera[2]);
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smgr->setActiveCamera(Camera[2]);
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//Set viewpoint to the third quarter (left bottom)
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driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));
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//Draw scene
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@ -201,15 +213,21 @@ Sounds a little complicated, but you'll see it isn't:
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driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));
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}
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//Activate camera4
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smgr->setActiveCamera(camera[3]);
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smgr->setActiveCamera(Camera[3]);
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//Draw scene
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smgr->drawAll();
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// Back to whole screen for the UI
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if (SplitScreen)
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driver->setViewPort(rect<s32>(0,0,ResX,ResY));
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guienv->drawAll();
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driver->endScene();
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/*
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As you can probably see, the image is rendered for every
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viewport separately. That means, that you'll loose much performance.
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Ok, if you're asking "How do I have to set the viewport
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OK, if you're asking "How do I have to set the viewport
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to get this or that screen?", don't panic. It's really
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easy: In the rect-function you define 4 coordinates:
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- X-coordinate of the corner left top
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@ -225,10 +243,8 @@ Sounds a little complicated, but you'll see it isn't:
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If you didn't fully understand, just play around with the example
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to check out what happens.
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Now we just view the current fps and shut down the engine,
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when the user wants to:
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Last we show the current fps.
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*/
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//Get and show fps
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if (driver->getFPS() != lastFPS)
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{
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lastFPS = driver->getFPS();
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@ -244,7 +260,4 @@ Sounds a little complicated, but you'll see it isn't:
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}
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/*
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That's it! Just compile and play around with the program.
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Note: With the S-Key you can switch between using splitscreen
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and not.
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**/
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