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source: code/branches/gui/src/orxonox/gamestates/GSGraphics.cc @ 2844

Last change on this file since 2844 was 2844, checked in by rgrieder, 15 years ago

Implemented new GameState concept. It doesn't differ that much from the old one, but there's still lots of changes.
The most important change is that one GameState can occur multiple times in the hierarchy.

Short log:

  • No RootGameState anymore. Simply the highest is root.
  • Game::requestGameState(name) can refer to the parent, grandparent, great-grandparent, etc. or one of the children.
  • Requested states are saved. So if you select "level", the next request (even right after the call) will be relative to "level"
  • Game::popState() will simply unload the current one
  • Re added Main.cc again because Game as well as GameState have been moved to the core
  • Adapted all GameStates to the new system

Things should already work, except for network support because standalone only works with a little hack.
We can now start creating a better hierarchy.

  • Property svn:eol-style set to native
File size: 6.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSGraphics.h"
31
32#include <boost/filesystem.hpp>
33#include <OgreRenderWindow.h>
34
35#include "util/Debug.h"
36#include "core/ConfigValueIncludes.h"
37#include "core/CoreIncludes.h"
38#include "core/Core.h"
39#include "core/input/InputManager.h"
40#include "core/input/KeyBinder.h"
41#include "core/input/SimpleInputState.h"
42#include "core/Loader.h"
43#include "core/XMLFile.h"
44#include "overlays/console/InGameConsole.h"
45#include "gui/GUIManager.h"
46#include "GraphicsManager.h"
47#include "core/Game.h"
48
49namespace orxonox
50{
51    AddGameState(GSGraphics, "graphics");
52
53    GSGraphics::GSGraphics(const std::string& name)
54        : GameState(name)
55        , inputManager_(0)
56        , console_(0)
57        , guiManager_(0)
58        , graphicsManager_(0)
59        , masterKeyBinder_(0)
60        , masterInputState_(0)
61        , debugOverlay_(0)
62    {
63        RegisterRootObject(GSGraphics);
64    }
65
66    GSGraphics::~GSGraphics()
67    {
68    }
69
70    void GSGraphics::setConfigValues()
71    {
72    }
73
74    void GSGraphics::activate()
75    {
76        setConfigValues();
77
78        Core::setShowsGraphics(true);
79
80        // initialise graphics manager. Doesn't load the render window yet!
81        this->graphicsManager_ = new GraphicsManager();
82        this->graphicsManager_->initialise();
83
84        // load debug overlay
85        COUT(3) << "Loading Debug Overlay..." << std::endl;
86        this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string());
87        Loader::open(debugOverlay_);
88
89        // Calls the InputManager which sets up the input devices.
90        // The render window width and height are used to set up the mouse movement.
91        inputManager_ = new InputManager();
92        size_t windowHnd = 0;
93        Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow();
94        renderWindow->getCustomAttribute("WINDOW", &windowHnd);
95        inputManager_->initialise(windowHnd, renderWindow->getWidth(), renderWindow->getHeight(), true);
96
97        masterInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("master", true);
98        masterKeyBinder_ = new KeyBinder();
99        masterKeyBinder_->loadBindings("masterKeybindings.ini");
100        masterInputState_->setKeyHandler(masterKeyBinder_);
101
102        // Load the InGameConsole
103        console_ = new InGameConsole();
104        console_->initialise(renderWindow->getWidth(), renderWindow->getHeight());
105
106        // load the CEGUI interface
107        guiManager_ = new GUIManager();
108        guiManager_->initialise(renderWindow);
109
110        InputManager::getInstance().requestEnterState("master");
111    }
112
113    void GSGraphics::deactivate()
114    {
115        if (Core::showsGraphics())
116            InputManager::getInstance().requestLeaveState("master");
117
118        delete this->guiManager_;
119
120        delete this->console_;
121
122        //inputManager_->getMasterInputState()->removeKeyHandler(this->masterKeyBinder_);
123        delete this->masterKeyBinder_;
124        delete this->inputManager_;
125
126        Loader::unload(this->debugOverlay_);
127        delete this->debugOverlay_;
128
129        delete graphicsManager_;
130
131        if (Core::showsGraphics())
132        {
133            masterInputState_->setHandler(0);
134            InputManager::getInstance().requestDestroyState("master");
135            if (this->masterKeyBinder_)
136            {
137                delete this->masterKeyBinder_;
138                this->masterKeyBinder_ = 0;
139            }
140        }
141    }
142
143    /**
144    @note
145        A note about the Ogre::FrameListener: Even though we don't use them,
146        they still get called. However, the delta times are not correct (except
147        for timeSinceLastFrame, which is the most important). A little research
148        as shown that there is probably only one FrameListener that doesn't even
149        need the time. So we shouldn't run into problems.
150    */
151    void GSGraphics::update(const Clock& time)
152    {
153        uint64_t timeBeforeTick = time.getRealMicroseconds();
154
155        this->inputManager_->update(time);        // tick console
156        this->console_->update(time);
157
158        uint64_t timeAfterTick = time.getRealMicroseconds();
159
160        // Also add our tick time
161        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
162
163        this->graphicsManager_->update(time);
164    }
165
166    /**
167    @brief
168        Window has resized.
169    @param rw
170        The render window it occured in
171    @note
172        GraphicsManager has a render window stored itself. This is the same
173        as rw. But we have to be careful when using multiple render windows!
174    */
175    void GSGraphics::windowResized(unsigned int newWidth, unsigned int newHeight)
176    {
177        // OIS needs this under linux even if we only use relative input measurement.
178        if (this->inputManager_)
179            this->inputManager_->setWindowExtents(newWidth, newHeight);
180    }
181
182    /**
183    @brief
184        Window focus has changed.
185    @param rw
186        The render window it occured in
187    */
188    void GSGraphics::windowFocusChanged()
189    {
190        // instruct InputManager to clear the buffers (core library so we cannot use the interface)
191        if (this->inputManager_)
192            this->inputManager_->clearBuffers();
193    }
194
195}
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