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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2848

Last change on this file since 2848 was 2848, checked in by rgrieder, 15 years ago

Exported showsGraphics, etc. to a new class named GameMode in the core.

  • Property svn:eol-style set to native
File size: 9.1 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"
[2848]41#include "core/Core.h"
[1887]42#include "core/CoreIncludes.h"
[2848]43#include "core/Game.h"
44#include "core/GameMode.h"
[1694]45#include "objects/Tickable.h"
[1819]46#include "objects/Radar.h"
[2087]47#include "CameraManager.h"
[2801]48#include "GraphicsManager.h"
[2087]49#include "LevelManager.h"
[2662]50#include "PlayerManager.h"
[1661]51
52namespace orxonox
53{
[2844]54    AddGameState(GSLevel, "level");
55
[2662]56    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
[1934]57
[2844]58    GSLevel::GSLevel(const std::string& name)
59        : GameState(name)
60        , keyBinder_(0)
[1670]61        , inputState_(0)
[1662]62        , radar_(0)
[2087]63        , startFile_(0)
64        , cameraManager_(0)
65        , levelManager_(0)
[1661]66    {
[1887]67        RegisterObject(GSLevel);
[2662]68
69        this->ccKeybind_ = 0;
70        this->ccTkeybind_ = 0;
[1661]71    }
72
73    GSLevel::~GSLevel()
74    {
75    }
76
[1887]77    void GSLevel::setConfigValues()
78    {
79        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
80    }
81
[2844]82    void GSLevel::activate()
[1661]83    {
[2844]84        setConfigValues();
85
[2848]86        if (GameMode::showsGraphics())
[2087]87        {
[2814]88            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
[2087]89            keyBinder_ = new KeyBinder();
[2710]90            keyBinder_->loadBindings("keybindings.ini");
[2087]91            inputState_->setHandler(keyBinder_);
[1661]92
[2087]93            // create the global CameraManager
[2801]94            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
[1688]95
[2087]96            // Start the Radar
97            this->radar_ = new Radar();
98        }
[1662]99
[2662]100        this->playerManager_ = new PlayerManager();
101
[2848]102        if (GameMode::isMaster())
[2087]103        {
104            // create the global LevelManager
105            this->levelManager_ = new LevelManager();
[1662]106
[2087]107            this->loadLevel();
108        }
[1755]109
[2848]110        if (GameMode::showsGraphics())
[2087]111        {
112            // TODO: insert slomo console command with
113            // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
[1887]114
[2087]115            // keybind console command
116            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
117            functor1->setObject(this);
[2662]118            ccKeybind_ = createConsoleCommand(functor1, "keybind");
119            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]120            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
121            functor2->setObject(this);
[2662]122            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
123            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]124            // set our console command as callback for the key detector
125            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
126
127            // level is loaded: we can start capturing the input
128            InputManager::getInstance().requestEnterState("game");
129        }
[2662]130    }
[2087]131
[2844]132    void GSLevel::deactivate()
[2662]133    {
134        // destroy console commands
135        if (this->ccKeybind_)
[2087]136        {
[2662]137            delete this->ccKeybind_;
138            this->ccKeybind_ = 0;
[2087]139        }
[2662]140        if (this->ccTkeybind_)
141        {
142            delete this->ccTkeybind_;
143            this->ccTkeybind_ = 0;
144        }
[1661]145
[1662]146        // this call will delete every BaseObject!
147        // But currently this will call methods of objects that exist no more
148        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
149        // and call a sceneNode method that has already been destroy by the corresponding space ship.
150        //Loader::close();
151
[2848]152        if (GameMode::showsGraphics())
[2087]153            InputManager::getInstance().requestLeaveState("game");
[1662]154
[2848]155        if (GameMode::isMaster())
[2087]156            this->unloadLevel();
[1662]157
[2087]158        if (this->radar_)
[2662]159        {
[2087]160            delete this->radar_;
[2662]161            this->radar_ = 0;
162        }
[2087]163
164        if (this->cameraManager_)
[2662]165        {
[2087]166            delete this->cameraManager_;
[2662]167            this->cameraManager_ = 0;
168        }
[2087]169
170        if (this->levelManager_)
[2662]171        {
[2087]172            delete this->levelManager_;
[2662]173            this->levelManager_ = 0;
174        }
[2087]175
[2662]176        if (this->playerManager_)
177        {
178            delete this->playerManager_;
179            this->playerManager_ = 0;
180        }
181
[2848]182        if (GameMode::showsGraphics())
[2087]183        {
184            inputState_->setHandler(0);
185            InputManager::getInstance().requestDestroyState("game");
186            if (this->keyBinder_)
[2662]187            {
[2087]188                delete this->keyBinder_;
[2662]189                this->keyBinder_ = 0;
190            }
[2087]191        }
[1661]192    }
193
[2844]194    void GSLevel::update(const Clock& time)
[1661]195    {
[2844]196        // Note: Temporarily moved to GSGraphics.
[2087]197        //// Call the scene objects
198        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
199        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]200    }
201
[1670]202    void GSLevel::loadLevel()
203    {
204        // call the loader
205        COUT(0) << "Loading level..." << std::endl;
[1934]206        std::string levelName;
207        CommandLine::getValue("level", &levelName);
[2759]208        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
[2087]209        Loader::open(startFile_);
[1670]210    }
211
212    void GSLevel::unloadLevel()
213    {
[2087]214        //////////////////////////////////////////////////////////////////////////////////////////
215        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
216        //////////////////////////////////////////////////////////////////////////////////////////
217        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
218        //////////////////////////////////////////////////////////////////////////////////////////
219
220        delete this->startFile_;
[1670]221    }
[1887]222
223    void GSLevel::keybind(const std::string &command)
224    {
225        this->keybindInternal(command, false);
226    }
227
228    void GSLevel::tkeybind(const std::string &command)
229    {
230        this->keybindInternal(command, true);
231    }
232
233    /**
234    @brief
235        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
236    @param command
237        Command string that can be executed by the CommandExecutor
238        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
[2844]239        the key/button/axis that has been activated. This is configured above in activate().
[1887]240    */
241    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
242    {
[2848]243        if (GameMode::showsGraphics())
[1887]244        {
[2087]245            static std::string bindingString = "";
246            static bool bTemporarySaved = false;
247            static bool bound = true;
248            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
249            // Howerver there will be no real issue if it happens anyway.
250            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]251            {
[2087]252                if (bound)
253                {
254                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
255                    InputManager::getInstance().requestEnterState("detector");
256                    bindingString = command;
257                    bTemporarySaved = bTemporary;
258                    bound = false;
259                }
260                //else:  We're still in a keybind command. ignore this call.
[1887]261            }
[2087]262            else
[1887]263            {
[2087]264                if (!bound)
265                {
266                    // user has pressed the key
267                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
268                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
269                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
270                    InputManager::getInstance().requestLeaveState("detector");
271                    bound = true;
272                }
273                // else: A key was pressed within the same tick, ignore it.
[1887]274            }
275        }
276    }
[1661]277}
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