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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2814

Last change on this file since 2814 was 2814, checked in by rgrieder, 15 years ago

InputManager upgrade number one: InputState priorities are managed automatically. However you can still use the enum in InputManager.h and get yourself a high priority.
High priorities are only to be used for special cases like calibrator, console or detector.
All other states are simply pushed onto the normal stack.

  • Property svn:eol-style set to native
File size: 8.9 KB
RevLine 
[1661]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:
[1662]25 *      Fabian 'x3n' Landau
[1661]26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include "core/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
[1662]35#include "core/Loader.h"
[2087]36#include "core/XMLFile.h"
[1887]37#include "core/CommandExecutor.h"
38#include "core/ConsoleCommand.h"
[1934]39#include "core/CommandLine.h"
[1887]40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
[2087]42#include "core/Core.h"
[1694]43#include "objects/Tickable.h"
[1819]44#include "objects/Radar.h"
[2087]45#include "CameraManager.h"
[2801]46#include "GraphicsManager.h"
[2087]47#include "LevelManager.h"
[2662]48#include "PlayerManager.h"
[1661]49
50namespace orxonox
51{
[2662]52    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
[1934]53
[2087]54    GSLevel::GSLevel()
55//        : GameState<GSGraphics>(name)
[2662]56        : keyBinder_(0)
[1670]57        , inputState_(0)
[1662]58        , radar_(0)
[2087]59        , startFile_(0)
60        , cameraManager_(0)
61        , levelManager_(0)
[1661]62    {
[1887]63        RegisterObject(GSLevel);
[2662]64
65        this->ccKeybind_ = 0;
66        this->ccTkeybind_ = 0;
67
[1887]68        setConfigValues();
[1661]69    }
70
71    GSLevel::~GSLevel()
72    {
73    }
74
[1887]75    void GSLevel::setConfigValues()
76    {
77        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
78    }
79
[2801]80    void GSLevel::enter()
[1661]81    {
[2087]82        if (Core::showsGraphics())
83        {
[2814]84            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
[2087]85            keyBinder_ = new KeyBinder();
[2710]86            keyBinder_->loadBindings("keybindings.ini");
[2087]87            inputState_->setHandler(keyBinder_);
[1661]88
[2087]89            // create the global CameraManager
[2801]90            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
[1688]91
[2087]92            // Start the Radar
93            this->radar_ = new Radar();
94        }
[1662]95
[2662]96        this->playerManager_ = new PlayerManager();
97
[2087]98        if (Core::isMaster())
99        {
100            // create the global LevelManager
101            this->levelManager_ = new LevelManager();
[1662]102
[2087]103            this->loadLevel();
104        }
[1755]105
[2087]106        if (Core::showsGraphics())
107        {
108            // TODO: insert slomo console command with
109            // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
[1887]110
[2087]111            // keybind console command
112            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
113            functor1->setObject(this);
[2662]114            ccKeybind_ = createConsoleCommand(functor1, "keybind");
115            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]116            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
117            functor2->setObject(this);
[2662]118            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
119            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]120            // set our console command as callback for the key detector
121            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
122
123            // level is loaded: we can start capturing the input
124            InputManager::getInstance().requestEnterState("game");
125        }
[2662]126    }
[2087]127
[2662]128    void GSLevel::leave()
129    {
130        // destroy console commands
131        if (this->ccKeybind_)
[2087]132        {
[2662]133            delete this->ccKeybind_;
134            this->ccKeybind_ = 0;
[2087]135        }
[2662]136        if (this->ccTkeybind_)
137        {
138            delete this->ccTkeybind_;
139            this->ccTkeybind_ = 0;
140        }
[1661]141
[1662]142        // this call will delete every BaseObject!
143        // But currently this will call methods of objects that exist no more
144        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
145        // and call a sceneNode method that has already been destroy by the corresponding space ship.
146        //Loader::close();
147
[2087]148        if (Core::showsGraphics())
149            InputManager::getInstance().requestLeaveState("game");
[1662]150
[2087]151        if (Core::isMaster())
152            this->unloadLevel();
[1662]153
[2087]154        if (this->radar_)
[2662]155        {
[2087]156            delete this->radar_;
[2662]157            this->radar_ = 0;
158        }
[2087]159
160        if (this->cameraManager_)
[2662]161        {
[2087]162            delete this->cameraManager_;
[2662]163            this->cameraManager_ = 0;
164        }
[2087]165
166        if (this->levelManager_)
[2662]167        {
[2087]168            delete this->levelManager_;
[2662]169            this->levelManager_ = 0;
170        }
[2087]171
[2662]172        if (this->playerManager_)
173        {
174            delete this->playerManager_;
175            this->playerManager_ = 0;
176        }
177
[2087]178        if (Core::showsGraphics())
179        {
180            inputState_->setHandler(0);
181            InputManager::getInstance().requestDestroyState("game");
182            if (this->keyBinder_)
[2662]183            {
[2087]184                delete this->keyBinder_;
[2662]185                this->keyBinder_ = 0;
186            }
[2087]187        }
[1661]188    }
189
[1674]190    void GSLevel::ticked(const Clock& time)
[1661]191    {
[2087]192        // Commented by 1337: Temporarily moved to GSGraphics.
193        //// Call the scene objects
194        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
195        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]196    }
197
[1670]198    void GSLevel::loadLevel()
199    {
200        // call the loader
201        COUT(0) << "Loading level..." << std::endl;
[1934]202        std::string levelName;
203        CommandLine::getValue("level", &levelName);
[2759]204        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
[2087]205        Loader::open(startFile_);
[1670]206    }
207
208    void GSLevel::unloadLevel()
209    {
[2087]210        //////////////////////////////////////////////////////////////////////////////////////////
211        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
212        //////////////////////////////////////////////////////////////////////////////////////////
213        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
214        //////////////////////////////////////////////////////////////////////////////////////////
215
216        delete this->startFile_;
[1670]217    }
[1887]218
219    void GSLevel::keybind(const std::string &command)
220    {
221        this->keybindInternal(command, false);
222    }
223
224    void GSLevel::tkeybind(const std::string &command)
225    {
226        this->keybindInternal(command, true);
227    }
228
229    /**
230    @brief
231        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
232    @param command
233        Command string that can be executed by the CommandExecutor
234        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
235        the key/button/axis that has been activated. This is configured above in enter().
236    */
237    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
238    {
[2087]239        if (Core::showsGraphics())
[1887]240        {
[2087]241            static std::string bindingString = "";
242            static bool bTemporarySaved = false;
243            static bool bound = true;
244            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
245            // Howerver there will be no real issue if it happens anyway.
246            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]247            {
[2087]248                if (bound)
249                {
250                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
251                    InputManager::getInstance().requestEnterState("detector");
252                    bindingString = command;
253                    bTemporarySaved = bTemporary;
254                    bound = false;
255                }
256                //else:  We're still in a keybind command. ignore this call.
[1887]257            }
[2087]258            else
[1887]259            {
[2087]260                if (!bound)
261                {
262                    // user has pressed the key
263                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
264                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
265                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
266                    InputManager::getInstance().requestLeaveState("detector");
267                    bound = true;
268                }
269                // else: A key was pressed within the same tick, ignore it.
[1887]270            }
271        }
272    }
[1661]273}
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