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source: code/branches/core5/src/modules/gamestates/GSLevel.cc @ 5813

Last change on this file since 5813 was 5813, checked in by rgrieder, 15 years ago

Moved Radar Management from GSLevel to Scene.

  • Property svn:eol-style set to native
File size: 9.5 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
[2896]26 *      Benjamin Knecht
[1661]27 *
28 */
29
30#include "GSLevel.h"
31
[5695]32#include <OgreCompositorManager.h>
33
[1661]34#include "core/input/InputManager.h"
[3327]35#include "core/input/InputState.h"
[1661]36#include "core/input/KeyBinder.h"
[3196]37#include "core/Clock.h"
[1887]38#include "core/ConsoleCommand.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/CoreIncludes.h"
[2896]41#include "core/Game.h"
42#include "core/GameMode.h"
[3196]43#include "core/Core.h"
[3370]44#include "core/GraphicsManager.h"
45#include "core/GUIManager.h"
[3196]46#include "core/Loader.h"
47#include "core/XMLFile.h"
48
[5693]49#include "tools/interfaces/Tickable.h"
[2087]50#include "CameraManager.h"
51#include "LevelManager.h"
[2662]52#include "PlayerManager.h"
[5806]53#include "infos/HumanPlayer.h"
[1661]54
55namespace orxonox
56{
[3370]57    DeclareGameState(GSLevel, "level", false, false);
[2896]58    SetConsoleCommand(GSLevel, showIngameGUI, true);
[1934]59
[3008]60    XMLFile* GSLevel::startFile_s = NULL;
61
[3370]62    GSLevel::GSLevel(const GameStateInfo& info)
63        : GameState(info)
[2896]64        , keyBinder_(0)
65        , gameInputState_(0)
66        , guiMouseOnlyInputState_(0)
67        , guiKeysOnlyInputState_(0)
[2087]68        , cameraManager_(0)
[1661]69    {
[1887]70        RegisterObject(GSLevel);
[2662]71
72        this->ccKeybind_ = 0;
73        this->ccTkeybind_ = 0;
[1661]74    }
75
76    GSLevel::~GSLevel()
77    {
78    }
79
[1887]80    void GSLevel::setConfigValues()
81    {
82        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
83    }
84
[2896]85    void GSLevel::activate()
[1661]86    {
[2896]87        setConfigValues();
88
89        if (GameMode::showsGraphics())
[2087]90        {
[3327]91            gameInputState_ = InputManager::getInstance().createInputState("game");
[2087]92            keyBinder_ = new KeyBinder();
[2710]93            keyBinder_->loadBindings("keybindings.ini");
[2896]94            gameInputState_->setHandler(keyBinder_);
[1661]95
[3327]96            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
[2896]97            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
98
[3327]99            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
[2896]100            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
101
[2087]102            // create the global CameraManager
[2896]103            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
[2087]104        }
[1662]105
[2662]106        this->playerManager_ = new PlayerManager();
107
[5693]108        this->scope_GSLevel_ = new Scope<ScopeID::GSLevel>();
[2911]109
[2896]110        if (GameMode::isMaster())
[2087]111        {
112            this->loadLevel();
113        }
[1755]114
[2896]115        if (GameMode::showsGraphics())
[2087]116        {
117            // keybind console command
118            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
119            functor1->setObject(this);
[2662]120            ccKeybind_ = createConsoleCommand(functor1, "keybind");
121            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]122            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
123            functor2->setObject(this);
[2662]124            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
125            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]126            // set our console command as callback for the key detector
127            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
128
129            // level is loaded: we can start capturing the input
[3327]130            InputManager::getInstance().enterState("game");
[2087]131        }
[2662]132    }
[2087]133
[2896]134    void GSLevel::showIngameGUI(bool show)
[2662]135    {
[2896]136        if (show)
137        {
[3196]138            GUIManager::getInstance().showGUI("inGameTest");
139            GUIManager::getInstance().executeCode("showCursor()");
[3327]140            InputManager::getInstance().enterState("guiMouseOnly");
[2896]141        }
142        else
143        {
[3196]144            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
145            GUIManager::getInstance().executeCode("hideCursor()");
[3327]146            InputManager::getInstance().leaveState("guiMouseOnly");
[2896]147        }
148    }
149
150    void GSLevel::deactivate()
151    {
[2928]152/*
[2662]153        // destroy console commands
154        if (this->ccKeybind_)
[2087]155        {
[2662]156            delete this->ccKeybind_;
157            this->ccKeybind_ = 0;
[2087]158        }
[2662]159        if (this->ccTkeybind_)
160        {
161            delete this->ccTkeybind_;
162            this->ccTkeybind_ = 0;
163        }
[2928]164*/
[1661]165
[5695]166        if (GameMode::showsGraphics())
167        {
168            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
169            Ogre::CompositorManager::getSingleton().removeAll();
170        }
[2896]171
[1662]172        // this call will delete every BaseObject!
173        // But currently this will call methods of objects that exist no more
174        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
175        // and call a sceneNode method that has already been destroy by the corresponding space ship.
176        //Loader::close();
177
[2896]178        if (GameMode::showsGraphics())
[3327]179            InputManager::getInstance().leaveState("game");
[1662]180
[2896]181        if (GameMode::isMaster())
[2087]182            this->unloadLevel();
[1662]183
[2087]184        if (this->cameraManager_)
[2662]185        {
[2087]186            delete this->cameraManager_;
[2662]187            this->cameraManager_ = 0;
188        }
[2087]189
[2662]190        if (this->playerManager_)
191        {
[5799]192            this->playerManager_->destroy();
[2662]193            this->playerManager_ = 0;
194        }
195
[5693]196        if (this->scope_GSLevel_)
[2911]197        {
[5693]198            delete this->scope_GSLevel_;
199            this->scope_GSLevel_ = NULL;
[2911]200        }
201
[2896]202        if (GameMode::showsGraphics())
[2087]203        {
[2896]204            gameInputState_->setHandler(0);
205            guiMouseOnlyInputState_->setHandler(0);
206            guiKeysOnlyInputState_->setHandler(0);
[3327]207            InputManager::getInstance().destroyState("game");
[2087]208            if (this->keyBinder_)
[2662]209            {
[5799]210                this->keyBinder_->destroy();
[2662]211                this->keyBinder_ = 0;
212            }
[2087]213        }
[1661]214    }
215
[2896]216    void GSLevel::update(const Clock& time)
[1661]217    {
[2896]218        // Note: Temporarily moved to GSGraphics.
[2087]219        //// Call the scene objects
220        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
221        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]222    }
223
[1670]224    void GSLevel::loadLevel()
225    {
226        // call the loader
227        COUT(0) << "Loading level..." << std::endl;
[5695]228        startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel());
[3008]229        Loader::open(startFile_s);
[1670]230    }
231
232    void GSLevel::unloadLevel()
233    {
[5806]234        for (ObjectList<HumanPlayer>::iterator it = ObjectList<HumanPlayer>::begin(); it; ++it)
235            it->setGametype(0);
236       
[5805]237        Loader::unload(startFile_s);
[2087]238
[3008]239        delete startFile_s;
[1670]240    }
[1887]241
242    void GSLevel::keybind(const std::string &command)
243    {
244        this->keybindInternal(command, false);
245    }
246
247    void GSLevel::tkeybind(const std::string &command)
248    {
249        this->keybindInternal(command, true);
250    }
251
252    /**
253    @brief
254        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
255    @param command
256        Command string that can be executed by the CommandExecutor
257        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
[2896]258        the key/button/axis that has been activated. This is configured above in activate().
[1887]259    */
260    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
261    {
[2896]262        if (GameMode::showsGraphics())
[1887]263        {
[2087]264            static std::string bindingString = "";
265            static bool bTemporarySaved = false;
266            static bool bound = true;
267            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
268            // Howerver there will be no real issue if it happens anyway.
269            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]270            {
[2087]271                if (bound)
272                {
273                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
[3327]274                    InputManager::getInstance().enterState("detector");
[2087]275                    bindingString = command;
276                    bTemporarySaved = bTemporary;
277                    bound = false;
278                }
279                //else:  We're still in a keybind command. ignore this call.
[1887]280            }
[2087]281            else
[1887]282            {
[2087]283                if (!bound)
284                {
285                    // user has pressed the key
286                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
287                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
288                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
[3327]289                    InputManager::getInstance().leaveState("detector");
[2087]290                    bound = true;
291                }
292                // else: A key was pressed within the same tick, ignore it.
[1887]293            }
294        }
295    }
[1661]296}
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