Ejemplo n.º 1
0
        //This renders the frame
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            Program.MouseMovement();
            Game.InfoFrameRate = RenderFrequency;
            GL.ClearColor(0.75f, 0.75f, 0.75f, 1.0f);
            //Do not do anything whilst loading
            if (currentlyLoading)
            {
                return;
            }
            ProcessEvents();
            double TimeElapsed = CPreciseTimer.GetElapsedTime();

            if (Program.CpuReducedMode)
            {
                System.Threading.Thread.Sleep(250);
            }
            else
            {
                System.Threading.Thread.Sleep(1);
                if (ReducedModeEnteringTime == 0)
                {
                    ReducedModeEnteringTime = 2500;
                }
                if (World.CameraAlignmentDirection.Position.X != 0.0 | World.CameraAlignmentDirection.Position.Y != 0.0 | World.CameraAlignmentDirection.Position.Z != 0.0 | World.CameraAlignmentDirection.Pitch != 0.0 | World.CameraAlignmentDirection.Yaw != 0.0 | World.CameraAlignmentDirection.Roll != 0.0 | World.CameraAlignmentDirection.TrackPosition != 0.0 | World.CameraAlignmentDirection.Zoom != 0.0)
                {
                    ReducedModeEnteringTime = 2500;
                }
                //Automatically enter reduced CPU mode if appropriate
                if (Program.CpuAutomaticMode && Program.CpuReducedMode == false)
                {
                    ReducedModeEnteringTime -= TimeElapsed;
                    if (ReducedModeEnteringTime <= 0)
                    {
                        Program.CpuReducedMode  = true;
                        ReducedModeEnteringTime = 0;
                    }
                }
            }
            DateTime d = DateTime.Now;

            Game.SecondsSinceMidnight = (double)(3600 * d.Hour + 60 * d.Minute + d.Second) + 0.001 * (double)d.Millisecond;
            ObjectManager.UpdateAnimatedWorldObjects(TimeElapsed, false);
            World.UpdateAbsoluteCamera(TimeElapsed);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            TextureManager.Update(TimeElapsed);
            Sounds.Update(TimeElapsed, Sounds.SoundModels.Linear);
            Renderer.RenderScene(TimeElapsed);
            SwapBuffers();
        }
Ejemplo n.º 2
0
        //This renders the frame
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            if (!firstFrame)
            {
                //If the load is not complete, then we shouldn't be running the mainloop
                return;
            }
            double TimeElapsed     = RenderTimeElapsed;
            double RealTimeElapsed = RenderRealTimeElapsed;

            //Next, check if we're in paused/ in a menu
            if (Game.CurrentInterface != Game.InterfaceType.Normal)
            {
                MainLoop.UpdateControlRepeats(0.0);
                MainLoop.ProcessKeyboard();
                MainLoop.ProcessControls(0.0);
                if (Game.CurrentInterface == Game.InterfaceType.Pause)
                {
                    System.Threading.Thread.Sleep(10);
                }
                //Renderer.UpdateLighting();
                Renderer.RenderScene(TimeElapsed);
                Program.currentGameWindow.SwapBuffers();
                if (MainLoop.Quit)
                {
                    Close();
                }
                //If the menu state has not changed, don't update the rendered simulation
                return;
            }

            //Use the OpenTK framerate as this is much more accurate
            //Also avoids running a calculation
            if (TotalTimeElapsedForInfo >= 0.2)
            {
                Game.InfoFrameRate      = RenderFrequency;
                TotalTimeElapsedForInfo = 0.0;
            }


            if (Game.PreviousInterface != Game.InterfaceType.Normal)
            {
                ObjectManager.UpdateAnimatedWorldObjects(0.0, false);
                Game.PreviousInterface = Game.InterfaceType.Normal;
            }
            else
            {
                ObjectManager.UpdateAnimatedWorldObjects(TimeElapsed, false);
            }

            //We need to update the camera position in the render sequence
            //Not doing this means that the camera doesn't move
            // update in one piece
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead)
            {
                //Update the in-car camera based upon the current driver car (Cabview or passenger view)
                TrainManager.PlayerTrain.Cars[World.CameraCar].UpdateCamera();
            }
            else if (World.CameraMode == World.CameraViewMode.Exterior)
            {
                //Update the camera position based upon the relative car position
                TrainManager.PlayerTrain.Cars[World.CameraCar].UpdateCamera();
            }
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.UpdateDriverBody(TimeElapsed);
            }
            //Check if we are running at an accelerated time factor-
            //Camera motion speed should be the same whatever the game speed is
            if (TimeFactor != 1)
            {
                World.UpdateAbsoluteCamera(TimeElapsed / TimeFactor);
            }
            else
            {
                World.UpdateAbsoluteCamera(TimeElapsed);
            }
            TrainManager.UpdateTrainObjects(TimeElapsed, false);
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead | World.CameraMode == World.CameraViewMode.Exterior)
            {
                ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
                int d = TrainManager.PlayerTrain.DriverCar;
                World.CameraSpeed = TrainManager.PlayerTrain.Cars[d].Specs.CurrentSpeed;
            }
            else
            {
                World.CameraSpeed = 0.0;
            }

            World.CameraAlignmentDirection = new World.CameraAlignment();
            if (MainLoop.Quit)
            {
                Program.currentGameWindow.Exit();
            }
            Renderer.UpdateLighting();
            Renderer.RenderScene(TimeElapsed);
            Sounds.Update(TimeElapsed, Interface.CurrentOptions.SoundModel);
            Program.currentGameWindow.SwapBuffers();
            Game.UpdateBlackBox();
            // pause/menu

            // limit framerate
            if (MainLoop.LimitFramerate)
            {
                System.Threading.Thread.Sleep(10);
            }
            MainLoop.UpdateControlRepeats(RealTimeElapsed);
            MainLoop.ProcessKeyboard();
            World.UpdateMouseGrab(TimeElapsed);
            MainLoop.ProcessControls(TimeElapsed);
            for (int i = 0; i < JoystickManager.AttachedJoysticks.Length; i++)
            {
                var railDriver = JoystickManager.AttachedJoysticks[i] as JoystickManager.Raildriver;
                if (railDriver != null)
                {
                    if (Interface.CurrentOptions.RailDriverMPH)
                    {
                        railDriver.SetDisplay((int)(TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].Specs
                                                    .CurrentPerceivedSpeed * 2.23694));
                    }
                    else
                    {
                        railDriver.SetDisplay((int)(TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].Specs
                                                    .CurrentPerceivedSpeed * 3.6));
                    }
                }
            }
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;



#if DEBUG
            MainLoop.CheckForOpenGlError("MainLoop");
#endif
            if (Interface.CurrentOptions.UnloadUnusedTextures)
            {
                Renderer.UnloadUnusedTextures(TimeElapsed);
                Renderer.LastBoundTexture = null;
            }
            // finish
            try
            {
                Interface.SaveLogs();
            }
            catch { }
        }
Ejemplo n.º 3
0
        //
        // PROCESS MENU COMMAND
        //
        /// <summary>Processes a user command for the current menu</summary>
        /// <param name="cmd">The command to apply to the current menu</param>
        /// <param name="timeElapsed">The time elapsed since previous frame</param>
        internal void ProcessCommand(Translations.Command cmd, double timeElapsed)
        {
            if (CurrMenu < 0)
            {
                return;
            }
            // MenuBack is managed independently from single menu data
            if (cmd == Translations.Command.MenuBack)
            {
                PopMenu();
                return;
            }

            SingleMenu menu = Menus[CurrMenu];

            if (menu.Selection == SelectionNone)                // if menu has no selection, do nothing
            {
                return;
            }
            switch (cmd)
            {
            case Translations.Command.MenuUp:                          // UP
                if (menu.Selection > 0 &&
                    !(menu.Items[menu.Selection - 1] is MenuCaption))
                {
                    menu.Selection--;
                    PositionMenu();
                }
                break;

            case Translations.Command.MenuDown:                        // DOWN
                if (menu.Selection < menu.Items.Length - 1)
                {
                    menu.Selection++;
                    PositionMenu();
                }
                break;

            //			case Translations.Command.MenuBack:	// ESC:	managed above
            //				break;
            case Translations.Command.MenuEnter:                       // ENTER
                if (menu.Items[menu.Selection] is MenuCommand)
                {
                    MenuCommand menuItem = (MenuCommand)menu.Items[menu.Selection];
                    switch (menuItem.Tag)
                    {
                    // menu management commands
                    case MenuTag.MenuBack:                                                  // BACK TO PREVIOUS MENU
                        Menu.instance.PopMenu();
                        break;

                    case MenuTag.MenuJumpToStation:                                         // TO STATIONS MENU
                        Menu.instance.PushMenu(MenuType.JumpToStation);
                        break;

                    case MenuTag.MenuExitToMainMenu:                                        // TO EXIT MENU
                        Menu.instance.PushMenu(MenuType.ExitToMainMenu);
                        break;

                    case MenuTag.MenuQuit:                                                  // TO QUIT MENU
                        Menu.instance.PushMenu(MenuType.Quit);
                        break;

                    case MenuTag.MenuControls:                                              // TO CONTROLS MENU
                        Menu.instance.PushMenu(MenuType.Controls);
                        break;

                    case MenuTag.BackToSim:                                                 // OUT OF MENU BACK TO SIMULATION
                        Reset();
                        Game.PreviousInterface = Game.InterfaceType.Menu;
                        Game.CurrentInterface  = Game.InterfaceType.Normal;
                        break;

                    // simulation commands
                    case MenuTag.JumpToStation:                                             // JUMP TO STATION
                        Reset();
                        TrainManager.JumpTrain(TrainManager.PlayerTrain, menuItem.Data);
                        break;

                    case MenuTag.ExitToMainMenu:                                            // BACK TO MAIN MENU
                        Reset();
                        Program.RestartArguments =
                            Interface.CurrentOptions.GameMode == Interface.GameMode.Arcade ? "/review" : "";
                        MainLoop.Quit = MainLoop.QuitMode.ExitToMenu;
                        break;

                    case MenuTag.Control:                                                   // CONTROL CUSTOMIZATION
                        PushMenu(MenuType.Control, ((MenuCommand)menu.Items[menu.Selection]).Data);
                        isCustomisingControl = true;
                        CustomControlIdx     = ((MenuCommand)menu.Items[menu.Selection]).Data;
                        break;

                    case MenuTag.Quit:                                                      // QUIT PROGRAMME
                        Reset();
                        MainLoop.Quit = MainLoop.QuitMode.QuitProgram;
                        break;
                    }
                }
                break;

            case Translations.Command.MiscFullscreen:
                // fullscreen
                Screen.ToggleFullscreen();
                break;

            case Translations.Command.MiscMute:
                // mute
                Sounds.GlobalMute = !Sounds.GlobalMute;
                Sounds.Update(timeElapsed, Interface.CurrentOptions.SoundModel);
                break;
            }
        }