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source: code/branches/core5/src/orxonox/gamestates/GSLevel.cc @ 5922

Last change on this file since 5922 was 5922, checked in by landauf, 15 years ago

list of remaining objects after a level unloading

  • Property svn:eol-style set to native
File size: 6.0 KB
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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 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31
32#include <OgreCompositorManager.h>
33
34#include "util/Clock.h"
35#include "core/input/InputManager.h"
36#include "core/input/InputState.h"
37#include "core/input/KeyBinderManager.h"
38#include "core/ConsoleCommand.h"
39#include "core/Game.h"
40#include "core/GameMode.h"
41#include "core/GUIManager.h"
42#include "core/Loader.h"
43#include "core/XMLFile.h"
44
45#include "LevelManager.h"
46#include "PlayerManager.h"
47
48namespace orxonox
49{
50    DeclareGameState(GSLevel, "level", false, false);
51
52    GSLevel::GSLevel(const GameStateInfo& info)
53        : GameState(info)
54        , gameInputState_(0)
55        , guiMouseOnlyInputState_(0)
56        , guiKeysOnlyInputState_(0)
57        , startFile_(0)
58    {
59    }
60
61    GSLevel::~GSLevel()
62    {
63    }
64
65    void GSLevel::activate()
66    {
67        if (GameMode::showsGraphics())
68        {
69            gameInputState_ = InputManager::getInstance().createInputState("game");
70            gameInputState_->setMouseMode(MouseMode::Exclusive);
71            gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
72            KeyBinderManager::getInstance().setToDefault();
73
74            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
75            guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive);
76            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
77
78            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
79            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
80
81            CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSLevel::showIngameGUI, this), "showIngameGUI"));
82        }
83
84        if (GameMode::isMaster())
85        {
86            this->loadLevel();
87        }
88
89        if (GameMode::showsGraphics())
90        {
91            // level is loaded: we can start capturing the input
92            InputManager::getInstance().enterState("game");
93           
94            // connect the HumanPlayer to the game
95            PlayerManager::getInstance().clientConnected(0);
96        }
97    }
98
99    void GSLevel::showIngameGUI(bool show)
100    {
101        if (show)
102        {
103            GUIManager::getInstance().showGUI("inGameTest");
104            GUIManager::getInstance().executeCode("showCursor()");
105            InputManager::getInstance().enterState("guiMouseOnly");
106        }
107        else
108        {
109            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
110            GUIManager::getInstance().executeCode("hideCursor()");
111            InputManager::getInstance().leaveState("guiMouseOnly");
112        }
113    }
114
115    void GSLevel::deactivate()
116    {
117        if (GameMode::showsGraphics())
118        {
119            // disconnect the HumanPlayer
120            PlayerManager::getInstance().clientDisconnected(0);
121           
122            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
123            Ogre::CompositorManager::getSingleton().removeAll();
124
125            InputManager::getInstance().leaveState("game");
126        }
127
128        if (GameMode::isMaster())
129            this->unloadLevel();
130
131        if (GameMode::showsGraphics())
132        {
133            gameInputState_->setHandler(0);
134            guiMouseOnlyInputState_->setHandler(0);
135            guiKeysOnlyInputState_->setHandler(0);
136            InputManager::getInstance().destroyState("game");
137            InputManager::getInstance().destroyState("guiKeysOnly");
138            InputManager::getInstance().destroyState("guiMouseOnly");
139        }
140    }
141
142    void GSLevel::update(const Clock& time)
143    {
144        // Note: Temporarily moved to GSRoot.
145        //// Call the scene objects
146        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
147        //    it->tick(time.getDeltaTime() * this->timeFactor_);
148    }
149
150    void GSLevel::loadLevel()
151    {
152        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
153            this->staticObjects_.insert(*it);
154       
155        // call the loader
156        COUT(0) << "Loading level..." << std::endl;
157        startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel());
158        Loader::open(startFile_);
159    }
160
161    void GSLevel::unloadLevel()
162    {
163        Loader::unload(startFile_);
164        delete startFile_;
165
166        COUT(3) << "Unloaded level. Remaining objects:" << std::endl;
167        unsigned int i = 0;
168        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
169        {
170            std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it);
171            if (find == this->staticObjects_.end())
172            {
173                COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ")" << std::endl;
174            }
175        }
176        COUT(3) << i << " objects remaining.";
177        if (i == 0)
178            COUT(3) << " Well done!" << std::endl;
179        else
180            COUT(3) << " Try harder!" << std::endl;
181    }
182}
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