Show() public method

Shows this overlay if it is not already visible.
public Show ( ) : void
return void
		public void CreateScene()
		{
			TextureUtil.CreateDynamicTextureAndMaterial(
				"OBDynamicTexture",
				"OBDynamicMaterial",
				_browserWidth,
				_browserHeight,
				out _texture,
				out _material);



			
			_panel = (OverlayElementContainer)OverlayManager.Instance.Elements.CreateElement("Panel", "Panels");
			_panel.SetPosition(1, 1);
			_panel.SetDimensions(_browserWidth, _browserHeight);
			_panel.MaterialName = "OBDynamicMaterial";


			_overlay = OverlayManager.Instance.Create("OverlayBrowser");
			_overlay.AddElement(_panel);
			_overlay.Show();

			Core.BrowserManager.BrowserRenderEvent += BrowserManager_BrowserRenderEvent;
			_browserId = Core.BrowserManager.CreateBrowser("http://www.google.com.au", _browserWidth, _browserHeight);
		}
Beispiel #2
0
		public virtual void Start( RenderWindow window, ushort numGroupsInit, ushort numGroupsLoad, Real initProportion )
		{
			mWindow = window;
			mNumGroupsInit = numGroupsInit;
			mNumGroupsLoad = numGroupsLoad;
			mInitProportion = initProportion;
			// We need to pre-initialise the 'Bootstrap' group so we can use
			// the basic contents in the loading screen
			ResourceGroupManager.Instance.InitializeResourceGroup( "Bootstrap" );

			OverlayManager omgr = OverlayManager.Instance;
			mLoadOverlay = omgr.GetByName( "Core/LoadOverlay" );
			if ( mLoadOverlay == null )
			{
				throw new KeyNotFoundException( "Cannot find loading overlay" );
			}
			mLoadOverlay.Show();

			// Save links to the bar and to the loading text, for updates as we go
			mLoadingBarElement = omgr.Elements.GetElement( "Core/LoadPanel/Bar/Progress" );
			mLoadingCommentElement = omgr.Elements.GetElement( "Core/LoadPanel/Comment" );
			mLoadingDescriptionElement = omgr.Elements.GetElement( "Core/LoadPanel/Description" );

			OverlayElement barContainer = omgr.Elements.GetElement( "Core/LoadPanel/Bar" );
			mProgressBarMaxSize = barContainer.Width;
			mLoadingBarElement.Width = 0;

			// self is listener
			ResourceGroupManager.Instance.AddResourceGroupListener( this );
		}
Beispiel #3
0
		public override void CreateScene()
		{
			// Create dynamic texture
			ptex = TextureManager.Instance.CreateManual( "DynaTex", ResourceGroupManager.DefaultResourceGroupName, TextureType.TwoD, reactorExtent - 2, reactorExtent - 2, 0, PixelFormat.A8R8G8B8, TextureUsage.DynamicWriteOnly );
			buffer = ptex.GetBuffer( 0, 0 );

			// Set ambient light
			scene.AmbientLight = new ColorEx( 0.6F, 0.6F, 0.6F );
			scene.SetSkyBox( true, "SkyBox/Space", 50 );

			//mRoot->getRenderSystem()->clearFrameBuffer(FBT_COLOUR, ColourValue(255,255,255,0));

			// Create a light
			Light l = scene.CreateLight( "MainLight" );
			l.Diffuse = new ColorEx( 0.75F, 0.75F, 0.80F );
			l.Specular = new ColorEx( 0.9F, 0.9F, 1F );
			l.Position = new Vector3( -100, 80, 50 );
			scene.RootSceneNode.AttachObject( l );


			Entity planeEnt = scene.CreateEntity( "TexPlane1", PrefabEntity.Plane );
			// Give the plane a texture
			planeEnt.MaterialName = "Examples/DynaTest";

			SceneNode node = scene.RootSceneNode.CreateChildSceneNode( new Vector3( -100, -40, -100 ) );
			node.AttachObject( planeEnt );
			node.Scale = new Vector3( 3.0f, 3.0f, 3.0f );

			// Create objects
			SceneNode blaNode = scene.RootSceneNode.CreateChildSceneNode( new Vector3( -200, 0, 50 ) );
			Entity ent2 = scene.CreateEntity( "knot", "knot.mesh" );
			ent2.MaterialName = "Examples/DynaTest4";
			blaNode.AttachObject( ent2 );

			blaNode = scene.RootSceneNode.CreateChildSceneNode( new Vector3( 200, -90, 50 ) );
			ent2 = scene.CreateEntity( "knot2", "knot.mesh" );
			ent2.MaterialName = "Examples/DynaTest2";
			blaNode.AttachObject( ent2 );
			blaNode = scene.RootSceneNode.CreateChildSceneNode( new Vector3( -110, 200, 50 ) );

			// Cloaked fish
			ent2 = scene.CreateEntity( "knot3", "fish.mesh" );
			ent2.MaterialName = "Examples/DynaTest3";
			swim = ent2.GetAnimationState( "swim" );
			swim.IsEnabled = true;
			blaNode.AttachObject( ent2 );
			blaNode.Scale = new Vector3( 50.0f, 50.0f, 50.0f );

			LogManager.Instance.Write( "HardwarePixelBuffer {0} {1} {2} ", buffer.Width, buffer.Height, buffer.Depth );

			buffer.Lock( BufferLocking.Normal );
			PixelBox pb = buffer.CurrentLock;

			LogManager.Instance.Write( "PixelBox {0} {1} {2} {3} {4} {5} {6}", pb.Width, pb.Height, pb.Depth, pb.RowPitch, pb.SlicePitch, pb.Data, pb.Format );
			buffer.Unlock();

			// show GUI
			overlay = OverlayManager.Instance.GetByName( "Example/DynTexOverlay" );
			overlay.Show();
		}
Beispiel #4
0
		// Just override the mandatory create scene method
		public override void CreateScene()
		{
			RAND = new Random( 0 ); // najak: use a time-based seed
			GuiMgr = OverlayManager.Instance.Elements;
			scene.AmbientLight = new ColorEx( 0.75f, 0.75f, 0.75f ); // default Ambient Light
			// Customize Controls - speed up camera and slow down the input update rate
			this.camSpeed = 5.0f;
			inputInterval = inputTimer = 0.02f;

			// Create water mesh and entity, and attach to sceneNode
			waterMesh = new WaterMesh( "WaterMesh", PLANE_SIZE, CMPLX );
			waterEntity = scene.CreateEntity( "WaterEntity", "WaterMesh" );
			SceneNode waterNode = scene.RootSceneNode.CreateChildSceneNode();
			waterNode.AttachObject( waterEntity );

			// Add Ogre head, give it it's own node
			headNode = waterNode.CreateChildSceneNode();
			Entity ent = scene.CreateEntity( "head", "ogrehead.mesh" );
			headNode.AttachObject( ent );

			// Create the camera node, set its position & attach camera
			camera.Yaw( -45f );
			camera.Move( new Vector3( 1500f, 700f, PLANE_SIZE + 700f ) );
			camera.LookAt( new Vector3( PLANE_SIZE / 2f, 300f, PLANE_SIZE / 2f ) );
			camera.SetAutoTracking( false, headNode ); // Autotrack the head, but it isn't working right

			//scene.SetFog(FogMode.Exp, ColorEx.White, 0.000020f); // add Fog for fun, cuz we can

			// show overlay
			waterOverlay = OverlayManager.Instance.GetByName( "Example/WaterOverlay" );
			waterOverlay.Show();

			// Create Rain Emitter, but default Rain to OFF
			particleSystem = ParticleSystemManager.Instance.CreateSystem( "rain", "Examples/Water/Rain" );
			particleEmitter = particleSystem.GetEmitter( 0 );
			particleEmitter.EmissionRate = 0f;

			// Attach Rain Emitter to SceneNode, and place it 3000f above the water surface
			SceneNode rNode = scene.RootSceneNode.CreateChildSceneNode();
			rNode.Translate( new Vector3( PLANE_SIZE / 2.0f, 3000, PLANE_SIZE / 2.0f ) );
			rNode.AttachObject( particleSystem );
			particleSystem.FastForward( 20 ); // Fastforward rain to make it look natural

			// It can't be set in .particle file, and we need it ;)
			//particleSystem.Origin = BillboardOrigin.BottomCenter;

			// Set Lighting
			lightNode = scene.RootSceneNode.CreateChildSceneNode();
			lightSet = scene.CreateBillboardSet( "Lights", 20 );
			lightSet.MaterialName = "Particles/Flare";
			lightNode.AttachObject( lightSet );
			SetLighting( "Ambient" ); // Add Lights - added by Najak to show lighted Water conditions - cool!

			#region STUBBED LIGHT ANIMATION
			// Create a new animation state to track this
			// TODO: Light Animation not working.
			//this.animState = scene.CreateAnimationState("WaterLight");
			//this.animState.Time = 0f;
			//this.animState.IsEnabled = false;

			// set up spline animation of light node.  Create random Spline
			Animation anim = scene.CreateAnimation( "WaterLight", 20 );
			AnimationTrack track = anim.CreateNodeTrack( 0, this.lightNode );
			TransformKeyFrame key = (TransformKeyFrame)track.CreateKeyFrame( 0 );
			for ( int ff = 1; ff <= 19; ff++ )
			{
				key = (TransformKeyFrame)track.CreateKeyFrame( ff );
				Random rand = new Random( 0 );
				Vector3 lpos = new Vector3(
					(float)rand.NextDouble() % (int)PLANE_SIZE, //- PLANE_SIZE/2,
					(float)rand.NextDouble() % 300 + 100,
					(float)rand.NextDouble() % (int)PLANE_SIZE ); //- PLANE_SIZE/2
				key.Translate = lpos;
			}
			key = (TransformKeyFrame)track.CreateKeyFrame( 20 );
			#endregion STUBBED LIGHT ANIMATION

			// Initialize the Materials/Demo
			UpdateMaterial();
			UpdateInfoParamC();
			UpdateInfoParamD();
			UpdateInfoParamU();
			UpdateInfoParamT();
			UpdateInfoNormals();
			UpdateInfoHeadDepth();
			UpdateInfoSkyBox();
			UpdateInfoHeadSpeed();
			UpdateInfoLights();
			UpdateInfoTracking();

			// Init Head Animation:  Load adds[] elements - Ogre head animation
			adds[ 0 ] = 0.3f;
			adds[ 1 ] = -1.6f;
			adds[ 2 ] = 1.1f;
			adds[ 3 ] = 0.5f;
			sines[ 0 ] = 0;
			sines[ 1 ] = 100;
			sines[ 2 ] = 200;
			sines[ 3 ] = 300;

		} // end CreateScene()