editor and game improvements
- (editor) entities can be rotated - (editor) asteroids get a random angular velocity - (editor) level title and author can be specified - (editor) editor can only be quit when clicking the 'X' button - (game) smaller asteroids have similar velocities as the previous bigger onesmain
parent
42d40befcd
commit
57ea0596b8
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@ -23,13 +23,15 @@ bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state, vector3d
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int i;
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for (i = 0; i < mSubAsteroidsCount; i++) {
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AsteroidEntity *asteroid = (AsteroidEntity*) Engine::CreateEntity (GameEntityTypeAsteroid);
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vector3d position (rand()/float(RAND_MAX) * 1. - 0.5, 0., rand()/float(RAND_MAX) * 1. - 0.5);
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asteroid->mPhysicState->mPosition = mPhysicState->mPosition + position;
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asteroid->mPhysicState->mVelocity = position + mPhysicState->mVelocity * 0.5;
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asteroid->mPhysicState->mAngleVelocity = mPhysicState->mAngleVelocity + (rand()/float(RAND_MAX) * 2. - 1) * mPhysicState->mAngleVelocity;
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asteroid->mSubAsteroidsCount = 0;
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asteroid->mPhysicState->mRadius = 2. * mPhysicState->mRadius / mSubAsteroidsCount;
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static_cast<coll2d::Sphere*>(asteroid->mPhysicState->mShape)->setRadius (asteroid->mPhysicState->mRadius);
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asteroid->mPhysicState->mPosition = mPhysicState->mPosition + position;
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asteroid->mPhysicState->mVelocity = position;
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asteroid->mPhysicState->mAngleVelocity = mPhysicState->mAngleVelocity + (rand()/float(RAND_MAX) * 2. - 1) * mPhysicState->mAngleVelocity;
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}
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Engine::KillEntity (mId);
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@ -66,6 +66,9 @@ int Model::OnInit (int argc, char* argv[]) {
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mPlayerName = "Player";
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mLevelAuthor = "";
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mLevelTitle = "";
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Engine::PlayMusic (Engine::GetResourceFullPath("/data/sounds/intro_music.ogg"));
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Engine::RegisterListener (this, EventAccelerateStart);
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@ -266,6 +269,20 @@ int Model::DoLoadLevel (const char* filename) {
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getline (level_file, entity_type_str);
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Engine::LogDebug ("Read Comment: %s", entity_type_str.c_str());
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continue;
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} else if (entity_type_str == "Title") {
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std::string level_title;
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getline (level_file, level_title);
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level_title = strip_whitespaces (level_title);
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SetLevelTitle (level_title);
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continue;
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} else if (entity_type_str == "Author") {
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std::string level_author;
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getline (level_file, level_author);
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level_author = strip_whitespaces (level_author);
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SetLevelAuthor (level_author);
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continue;
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}
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GameEntityType entity_type = GameEntityTypeUnknown;
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@ -325,6 +342,13 @@ int Model::DoSaveLevel (const char* filename) {
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level_file << "# Format" << std::endl;
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level_file << "# <Type> <player?> <xpos> <ypos> <zpos> <zrot> <yrot> <xrot> <xvel> <yvel> <zvel> <rotvel>" << std::endl;
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if (GetLevelTitle() != "") {
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level_file << "Title " << mLevelTitle << std::endl;
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}
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if (GetLevelAuthor() != "") {
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level_file << "Author " << mLevelAuthor << std::endl;
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}
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std::map<unsigned int, Engine::EntityBase*>::iterator iter = mEntities.begin();
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unsigned int player_id = GetPlayerEntityId();
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@ -41,6 +41,18 @@ class Model : public Engine::ModelBase {
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mLevelName = name;
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}
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std::string GetLevelAuthor() { return mLevelAuthor; };
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void SetLevelAuthor(const std::string &author) {
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Engine::LogMessage("new level author: %s", author.c_str());
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mLevelAuthor = author;
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}
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std::string GetLevelTitle() { return mLevelTitle; };
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void SetLevelTitle(const std::string &title) {
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Engine::LogMessage("new level title: %s", title.c_str());
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mLevelTitle = title;
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}
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/* Highscore */
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struct HighscoreEntry {
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HighscoreEntry(): name ("unknown"), points (0) { };
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@ -85,6 +97,8 @@ class Model : public Engine::ModelBase {
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std::string mPlayerName;
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std::vector<std::string> mLevelList;
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std::string mLevelName;
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std::string mLevelAuthor;
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std::string mLevelTitle;
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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@ -149,7 +149,7 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
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0.,
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rel_velocity[2] * (rand()/float(RAND_MAX)) * 1.5
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);
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part_sprite_particle->mPhysicState->mVelocity = part_velocity;
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part_sprite_particle->mPhysicState->mVelocity = part_velocity * -1.;
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part_sprite_particle->mPhysicState->mAngleVelocity = (rand()/float(RAND_MAX) - 0.5 ) * 100.;
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@ -767,7 +767,7 @@ void View::DrawUiEnterPlayername() {
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}
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void View::DrawUiEditor() {
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// DrawPageTitle ("Editor");
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// DrawPageTitle ("Editor");
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SelectFont ("console.ttf size=23");
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// The close button
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@ -780,7 +780,7 @@ void View::DrawUiEditor() {
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GetModel()->DoLoadLevel("level_edit_temp.txt");
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GetModel()->SetGameState(GameStatePaused);
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return;
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} else {
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} else if (!Engine::GUI::CheckKeyPressed(SDLK_ESCAPE)){
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PopViewState();
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}
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}
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@ -804,19 +804,25 @@ void View::DrawUiEditor() {
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return;
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}
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if (Engine::GUI::CheckButton (5, "Spd", mEditorState == EditorStateEntityVelocity, 210, 20, 50, button_height)) {
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if (Engine::GUI::CheckButton (5, "Rot", mEditorState == EditorStateRotateEntity, 210, 20, 50, button_height)) {
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mEditorState = EditorStateRotateEntity;
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Engine::LogDebug ("Editor state now Move");
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return;
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}
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if (Engine::GUI::CheckButton (6, "Spd", mEditorState == EditorStateEntityVelocity, 265, 20, 50, button_height)) {
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mEditorState = EditorStateEntityVelocity;
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Engine::LogDebug ("Editor state now Add");
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return;
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}
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if (Engine::GUI::Button (6, "Save", 265, 20, 65, button_height)) {
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if (Engine::GUI::Button (7, "Save", 325, 20, 65, button_height)) {
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mEditorState = EditorStateSave;
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Engine::LogDebug ("Editor state now Save");
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return;
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}
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if (Engine::GUI::Button (7, "Load", 335, 20, 65, button_height)) {
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if (Engine::GUI::Button (8, "Load", 400, 20, 65, button_height)) {
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mEditorState = EditorStateLoad;
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Engine::LogDebug ("Editor state now Load");
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return;
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@ -826,7 +832,7 @@ void View::DrawUiEditor() {
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// (i.e. a player entity and at least one asteroid)
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if (GetModel()->GetPlayerEntityId() != 0
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&& GetModel()->mAsteroids.size() > 0) {
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if (Engine::GUI::Button (8, "Test", 405, 20, 64, button_height)) {
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if (Engine::GUI::Button (9, "Test", 475, 20, 64, button_height)) {
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mEditorState = EditorStateTest;
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GetModel()->DoSaveLevel("level_edit_temp.txt");
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@ -854,6 +860,7 @@ void View::DrawUiEditor() {
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if (GetModel()->GetPlayerEntityId() != Engine::NullEntityId) {
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entity = Engine::CreateEntity(GameEntityTypeAsteroid);
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entity->mPhysicState->SetVelocity (vector3d (0., 0., -1.));
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entity->mPhysicState->SetAngleVelocity ( (rand()/float(RAND_MAX) - 0.5) * 120);
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} else {
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entity = Engine::CreateEntity(GameEntityTypeShip);
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GetModel()->SetPlayerEntityId(entity->mId);
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@ -904,6 +911,41 @@ void View::DrawUiEditor() {
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}
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}
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if (mEditorState == EditorStateRotateEntity) {
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SelectFont ("console.ttf size=12");
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// static vector3d mouse_start_rotate (0., 0., 0.);
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static float start_angle = 0.;
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if (mEditorEntityId == 0) {
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if (Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
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// Check if there is an entity near the given position
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Engine::EntityBase* entity = Engine::GetEntityAt (mouse_world_pos);
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if (entity) {
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mEditorEntityId = entity->mId;
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vector3d mouse_start_rotate = mouse_world_pos - entity->mPhysicState->GetPosition();
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start_angle = atan2 (mouse_start_rotate[0], mouse_start_rotate[2]) * 180 / M_PI - entity->mPhysicState->mOrientation[1];
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} else {
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mEditorEntityId = 0;
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}
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}
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}
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if (mEditorEntityId != 0) {
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Engine::EntityBase* entity = Engine::GetEntity (mEditorEntityId);
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vector3d new_velocity = mouse_world_pos - entity->mPhysicState->GetPosition();
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new_velocity[1] = 0.;
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float angle = atan2 (new_velocity[0], new_velocity[2]) * 180. / M_PI;
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entity->mPhysicState->SetOrientation (vector3d (0., angle - start_angle, 0.));
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if (!Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
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mEditorEntityId = 0;
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}
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}
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}
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if (mEditorState == EditorStateEntityVelocity) {
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SelectFont ("console.ttf size=12");
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// Engine::GUI::Label (9999, "Velocity", 128, 16);
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@ -935,7 +977,7 @@ void View::DrawUiEditor() {
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if (mEditorState == EditorStateSave) {
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glColor3f (0.2, 0.2, 0.2);
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Engine::GUI::DrawRoundedBlock (140, 150, screen_right - 280, 200);
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Engine::GUI::DrawRoundedBlock (140, 150, screen_right - 280, 280);
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// Engine::GUI::Label (9999, "Saving", 128, 16);
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SelectFont ("console.ttf size=23");
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@ -943,16 +985,26 @@ void View::DrawUiEditor() {
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std::string level_name = GetModel()->GetLevelName();
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glColor3f (1., 1., 1.);
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if (Engine::GUI::LineEdit(52, 145, 210, level_name, 32))
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if (Engine::GUI::LineEdit(52, 150, 200, level_name, 31))
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GetModel()->SetLevelName(level_name);
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if (Engine::GUI::Button (54, "Save", 145, 300, button_width, button_height)) {
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Engine::GUI::Label(53, "Author: ", 145, 250);
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std::string level_author = GetModel()->GetLevelAuthor();
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if (Engine::GUI::LineEdit(531, 150, 270, level_author, 31))
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GetModel()->SetLevelAuthor(level_author);
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Engine::GUI::Label(54, "Level Title: ", 145, 320);
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std::string level_title = GetModel()->GetLevelTitle();
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if (Engine::GUI::LineEdit(541, 150, 340, level_title, 31))
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GetModel()->SetLevelTitle(level_title);
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if (Engine::GUI::Button (55, "Save", 145, 380, button_width, button_height)) {
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GetModel()->DoSaveLevel((level_name + std::string(".txt")).c_str());
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Engine::LogMessage ("Save");
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mEditorState = EditorStateUnknown;
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}
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if (Engine::GUI::Button (55, "Cancel", screen_right - 140 - 5 - button_width, 300, button_width, button_height))
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if (Engine::GUI::Button (56, "Cancel", screen_right - 140 - 5 - button_width, 380, button_width, button_height))
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mEditorState = EditorStateUnknown;
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}
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@ -981,6 +1033,11 @@ void View::DrawUiEditor() {
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mEditorState = EditorStateUnknown;
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}
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if (Engine::GUI::CheckKeyPressed(SDLK_ESCAPE)) {
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if (mEditorState != EditorStateUnknown)
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mEditorState = EditorStateUnknown;
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}
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if (Engine::GUI::CheckKeyPressed(MouseButtonRight)
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|| Engine::GUI::CheckKeyPressed(SDLK_ESCAPE) ) {
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mEditorState = EditorStateUnknown;
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@ -138,6 +138,7 @@ class View : public Engine::ViewBase {
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EditorStateAddEntity,
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EditorStateDelEntity,
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EditorStateMoveEntity,
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EditorStateRotateEntity,
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EditorStateSave,
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EditorStateEntityVelocity,
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EditorStateLoad,
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@ -1,5 +1,7 @@
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# Format
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# <Type> <player?> <xpos> <ypos> <zpos> <zrot> <yrot> <xrot> <xvel> <yvel> <zvel> <rotvel>
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Title Let's get started...
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Author Martin Felis
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GameEntityTypeShip 1 0 0 0 0 90 0 0 0 0 0
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GameEntityTypeAsteroid 0 5 0 -2 0 0 0 -0.2 0 -0.1 -10
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GameEntityTypeAsteroid 0 -2 0 2 0 0 0 0.3 0 -0.4 5
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@ -37,6 +37,7 @@ SET ( ENGINE_SRCS
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Engine.cc
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Logging.cc
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EnumStrings.cc
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Utils.cc
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)
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INCLUDE_DIRECTORIES (
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@ -189,6 +189,13 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
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SetButtonState (keysym.sym, false);
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if (keysym.sym == SDLK_F12) {
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if (mView->GetIsFullscreen())
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mView->SetFullscreen(false);
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else
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mView->SetFullscreen(true);
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}
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uistate.keypressed_set.insert (keysym.sym);
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if (mBindings[keysym.sym].size () != 0) {
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@ -20,6 +20,7 @@
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#include "Module.h"
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#include "EngineEnums.h"
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#include "Utils.h"
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// Some ugly #defines
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@ -257,6 +257,12 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_TAB:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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// As we (probably) exit the current set of widgets, we have to clear
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@ -372,6 +378,12 @@ bool CheckButton (int id, const char* caption, bool checked, int x, int y, int w
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_TAB:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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// As we (probably) exit the current set of widgets, we have to clear
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@ -478,6 +490,13 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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controller->uistate.kbditem = 0;
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return false;
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break;
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case SDLK_TAB:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
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return false;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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@ -99,11 +99,11 @@ int PhysicsBase::Simulate (float msec, ModelBase* model) {
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// if the timestep is too small we simply resolve the collision and
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// do not move beforehang
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LogDebug ("Time step too small ==> Resolving Step immediately");
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ResolveCollision (0., entity_a_id, entity_b_id, info);
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// Send the collision event to the Model (if we have one)
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if (model) {
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
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}
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ResolveCollision (0., entity_a_id, entity_b_id, info);
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// collision_remaining_step -= 1.0e-4;
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} else {
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Move (info.time * (1 - alpha));
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@ -43,13 +43,21 @@ int ViewBase::OnInit (int argc, char* argv[]) {
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mWindowHeight = VIEW_DEFAULT_HEIGHT;
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mWindowWidth = VIEW_DEFAULT_WIDTH;
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// get and save the screen resolution
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mScreenHeight = SDL_GetVideoInfo()->current_h;
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mScreenWidth = SDL_GetVideoInfo()->current_w;
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mDrawFullscreen = false;
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, SDL_OPENGL | SDL_RESIZABLE ) == 0 ) {
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if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, SDL_OPENGL ) == 0 ) {
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LogError ("Video mode set failed: %s", SDL_GetError ());
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exit (-1);
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}
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LogMessage ("Resolution is %dx%d", SDL_GetVideoInfo()->current_w, SDL_GetVideoInfo()->current_h);
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InitGL ();
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Resize (mWindowWidth, mWindowHeight);
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@ -187,6 +195,28 @@ void ViewBase::PostDraw() {
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SDL_GL_SwapBuffers ();
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}
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void ViewBase::SetFullscreen (bool fullscreen) {
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if (fullscreen && mDrawFullscreen)
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return;
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if (!fullscreen && !mDrawFullscreen)
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return;
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if (mDrawFullscreen) {
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mWindowHeight = VIEW_DEFAULT_HEIGHT;
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mWindowWidth = VIEW_DEFAULT_WIDTH;
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mDrawFullscreen = false;
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} else {
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mWindowWidth = mScreenWidth;
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mWindowHeight = mScreenHeight;
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mDrawFullscreen = true;
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}
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Resize (mWindowWidth, mWindowHeight);
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}
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/* Fonts */
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/** \brief Parses font specifications strings into its values
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||||
|
@ -401,7 +431,12 @@ void ViewBase::Resize (int width, int height) {
|
|||
* workaround, however since I do not yet run SDL 1.3 I hold on to this.
|
||||
* See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2008-November/067306.html
|
||||
*/
|
||||
if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, SDL_OPENGL | SDL_RESIZABLE ) == 0 ) {
|
||||
Uint32 video_flags = SDL_OPENGL;
|
||||
|
||||
if (mDrawFullscreen)
|
||||
video_flags = video_flags | SDL_FULLSCREEN;
|
||||
|
||||
if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, video_flags) == 0 ) {
|
||||
LogError ("Video mode set failed: %s", SDL_GetError ());
|
||||
exit (-1);
|
||||
}
|
||||
|
|
|
@ -26,6 +26,9 @@ class ViewBase : public Module{
|
|||
|
||||
/** \brief Resizes the View */
|
||||
void Resize (int width, int height);
|
||||
/** \brief Switches to fullscreen */
|
||||
void SetFullscreen (bool fullscreen);
|
||||
bool GetIsFullscreen () { return mDrawFullscreen; };
|
||||
|
||||
/** \brief Performs actions before drawing (e.g. timer stuff) */
|
||||
void PreDraw();
|
||||
|
@ -96,6 +99,8 @@ class ViewBase : public Module{
|
|||
/** \brief Draws orthographic overlay*/
|
||||
void DrawOverlay2D ();
|
||||
|
||||
bool mDrawFullscreen;
|
||||
|
||||
/** \brief Draws a grid of 16 x 16 tiles */
|
||||
void DrawGrid ();
|
||||
bool mDrawGrid;
|
||||
|
@ -114,6 +119,13 @@ class ViewBase : public Module{
|
|||
unsigned int mWindowHeight;
|
||||
/** \brief The width of the canvas we're drawing on */
|
||||
unsigned int mWindowWidth;
|
||||
|
||||
/** \brief The height of the screen in pixels */
|
||||
unsigned int mScreenHeight;
|
||||
/** \brief The width of the screen in pixels */
|
||||
unsigned int mScreenWidth;
|
||||
|
||||
|
||||
/** \brief Stores the current frame rate */
|
||||
int mFrameRate;
|
||||
|
||||
|
|
Loading…
Reference in New Issue