In file apps/walktest/walktest.h:

class WalkTest : public SysSystemDriver


Inheritance:


Public Fields

csVector3 angle
Camera angles. X and Y are user controllable, Z is not.
csVector3 angle_velocity
Angular velocity: angle_velocity.x is constantly added to angle.x and so on.
char* auto_script
A script to execute at startup.
float cfg_body_depth
Body depth.
float cfg_body_height
Body height.
float cfg_body_width
Body width.
float cfg_eye_offset
Eye offset.
float cfg_jumpspeed
Initial speed of jumping.
float cfg_legs_depth
Legs depth.
float cfg_legs_offset
Legs offset.
float cfg_legs_width
Legs width.
float cfg_look_accelerate
Look acceleration.
float cfg_rotate_accelerate
Rotate acceleration.
float cfg_rotate_brake
Rotate brake deceleration.
float cfg_rotate_maxspeed
Rotate maximum speed.
float cfg_walk_accelerate
Walk acceleration.
float cfg_walk_brake
Walk brake deceleration.
float cfg_walk_maxspeed
Walk maximum speed.
csSprite2D* cslogo
A sprite to display the Crystal Space Logo
bool do_edges
If true we show edges around all polygons (debugging)
bool do_fps
Some flags.
HugeRoom* huge_room
Our huge room object if used.
InfiniteMaze* infinite_maze
Our infinite maze object if used.
LanguageLayer* layer
For scripting.
csCollider* legs
Colliders for "legs" and "body". Intersections are handled differently.
int map_mode
Map mode.
static bool move_3d
If this flag is true we move in 3D (old system)
bool player_spawned
Was player already spawned?..
csVector3 pos
Player position, orientation, and velocity
csLight* selected_light
The selected light.
csPolygon3D* selected_polygon
The selected polygon.
float timeFPS
Timing.
csView* view
The view on the world.
csWireFrameCam* wf
A WireFrame object for the map.
csSoundBuffer* wMissile_boom
Some sounds.
csWorld* world
The world.
static char world_file[100]
The world file to load

Public Methods

virtual void CreateColliders(void)
Creates Colliders
void DrawFrame(long elapsed_time, long current_time)
void eatkeypress(int status, int key, bool shift, bool alt, bool ctrl)
virtual void EndWorld(void)
Destroys all the collision detection stuff
void handle_key_backwards(float speed, bool shift, bool alt, bool ctrl)
void handle_key_forward(float speed, bool shift, bool alt, bool ctrl)
void handle_key_left(float speed, bool shift, bool alt, bool ctrl)
void handle_key_pgdn(float, bool shift, bool alt, bool ctrl)
void handle_key_pgup(float, bool shift, bool alt, bool ctrl)
void handle_key_right(float speed, bool shift, bool alt, bool ctrl)
virtual void Help()
Override Help to show additional arguments help
void imm_forward(float speed, bool slow, bool fast)
Immediate gravity incorrect movement functions.
virtual void InitWorld(csWorld* world, csCamera* )
Inits all the collision detection stuff
void look(float speed, int keep_old)
Gravity correct movement function: look().
virtual void NextFrame(long elapsed_time, long current_time)
virtual bool ParseArg(int argc, char* argv[], int& i)
Override ParseArg to handle additional arguments
void PrepareFrame(long elapsed_time, long current_time)
void rotate(float speed, int keep_old)
Gravity correct movement function: rotate().
void step(float speed, int keep_old)
Gravity correct movement function: step().
void strafe(float speed, int keep_old)
Gravity correct movement function: strafe().
WalkTest()
~WalkTest()

Inherited from SysSystemDriver:

Public Classes

class XBeLibSystemDriver: public IBeLibSystemDriver
class XDosSystemDriver: public IDosSystemDriver
STDMETHOD (SetMousePosition)(int x, int y)
Set mouse position since mouse driver is part of system driver

Inherited from csSystemDriver:

Public Fields

IConfig* cfg_engine
csColOption* com_options
csConsole* Console
static int debug_level
static bool DemoReady
int Depth
csEventQueue* EventQueue
static bool ExitLoop
int FrameHeight
int FrameWidth
bool FullScreen
bool IsFocused
csKeyboardDriver* Keyboard
csMouseDriver* Mouse
IGraphics2D* piG2D
IGraphics3D* piG3D
IGraphicsInfo* piGI
INetworkDriver* piNetDrv
INetworkManager* piNetMan
ISoundRender* piSound
static bool Shutdown

Public Methods

virtual void Close()
static void debugprintf(bool flush, const char* str, ...)
static FILE* fopen(const char* filename, const char* mode)
virtual bool InitGraphics()
virtual bool Initialize(int argc, char *argv[], IConfig* cfg_engine)
virtual bool InitKeyboard()
virtual bool InitMouse()
virtual bool InitNetwork()
virtual bool InitSound()
virtual void Loop()
virtual bool Open(char *Title)
bool ParseCmdLine(int argc, char* argv[])
bool ParseCmdLineDriver(int argc, char* argv[])
static void Printf(int mode, const char* str, ...)
static void printf_init()
virtual void SetSystemDefaults()
virtual void Sleep(int )
static long Time()

Protected Methods

virtual void Alert(const char* msg)
csColOption* CollectOptions(IConfig* config, csColOption* already_collected)
virtual void DemoWrite(const char* msg)
void do_focus(int enable)
virtual bool ParseArgDriver(int argc, char* argv[], int& i)
void SetMode(const char* mode)
virtual void Warn(const char* msg)

Documentation

static char world_file[100]
The world file to load

char* auto_script
A script to execute at startup.

csVector3 pos
Player position, orientation, and velocity

csVector3 angle
Camera angles. X and Y are user controllable, Z is not.

csVector3 angle_velocity
Angular velocity: angle_velocity.x is constantly added to angle.x and so on.

csCollider* legs
Colliders for "legs" and "body". Intersections are handled differently.

float cfg_jumpspeed
Initial speed of jumping.

float cfg_walk_accelerate
Walk acceleration.

float cfg_walk_maxspeed
Walk maximum speed.

float cfg_walk_brake
Walk brake deceleration.

float cfg_rotate_accelerate
Rotate acceleration.

float cfg_rotate_maxspeed
Rotate maximum speed.

float cfg_rotate_brake
Rotate brake deceleration.

float cfg_look_accelerate
Look acceleration.

float cfg_body_height
Body height.

float cfg_body_width
Body width.

float cfg_body_depth
Body depth.

float cfg_eye_offset
Eye offset.

float cfg_legs_width
Legs width.

float cfg_legs_depth
Legs depth.

float cfg_legs_offset
Legs offset.

bool player_spawned
Was player already spawned?..

static bool move_3d
If this flag is true we move in 3D (old system). Otherwise we move more like common 3D games do.

bool do_edges
If true we show edges around all polygons (debugging)

csWorld* world
The world.

LanguageLayer* layer
For scripting.

csView* view
The view on the world.

csSprite2D* cslogo
A sprite to display the Crystal Space Logo

InfiniteMaze* infinite_maze
Our infinite maze object if used.

HugeRoom* huge_room
Our huge room object if used.

csSoundBuffer* wMissile_boom
Some sounds.

bool do_fps
Some flags.

csLight* selected_light
The selected light.

csPolygon3D* selected_polygon
The selected polygon.

csWireFrameCam* wf
A WireFrame object for the map.

int map_mode
Map mode.

float timeFPS
Timing.

WalkTest()

~WalkTest()

virtual void NextFrame(long elapsed_time, long current_time)

void PrepareFrame(long elapsed_time, long current_time)

void DrawFrame(long elapsed_time, long current_time)

virtual bool ParseArg(int argc, char* argv[], int& i)
Override ParseArg to handle additional arguments

virtual void Help()
Override Help to show additional arguments help

virtual void InitWorld(csWorld* world, csCamera* )
Inits all the collision detection stuff

virtual void EndWorld(void)
Destroys all the collision detection stuff

virtual void CreateColliders(void)
Creates Colliders

void strafe(float speed, int keep_old)
Gravity correct movement function: strafe().

void step(float speed, int keep_old)
Gravity correct movement function: step().

void rotate(float speed, int keep_old)
Gravity correct movement function: rotate().

void look(float speed, int keep_old)
Gravity correct movement function: look().

void imm_forward(float speed, bool slow, bool fast)
Immediate gravity incorrect movement functions.

void handle_key_forward(float speed, bool shift, bool alt, bool ctrl)

void handle_key_backwards(float speed, bool shift, bool alt, bool ctrl)

void handle_key_left(float speed, bool shift, bool alt, bool ctrl)

void handle_key_right(float speed, bool shift, bool alt, bool ctrl)

void handle_key_pgup(float, bool shift, bool alt, bool ctrl)

void handle_key_pgdn(float, bool shift, bool alt, bool ctrl)

void eatkeypress(int status, int key, bool shift, bool alt, bool ctrl)


This class has no child classes.

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