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source: code/branches/gui/src/core/Game.h @ 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: 3.4 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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39#include <cassert>
40#include <list>
41#include <map>
42#include <vector>
43#include "OrxonoxClass.h"
44
45#define AddGameState(classname, name, ...) \
46    static bool bGameStateDummy_##classname##__LINE__ = orxonox::Game::addGameState(new classname(name, __VA_ARGS__))
47
48namespace orxonox
49{
50    /**
51    @brief
52        Main class responsible for running the game.
53    */
54    class _CoreExport Game : public OrxonoxClass
55    {
56    public:
57        Game(int argc, char** argv);
58        ~Game();
59        void setConfigValues();
60
61        void setStateHierarchy(const std::string& str);
62        GameState* getState(const std::string& name);
63
64        void run();
65        void stop();
66
67        void requestState(const std::string& name);
68        void popState();
69
70        float getAvgTickTime() { return this->avgTickTime_; }
71        float getAvgFPS()      { return this->avgFPS_; }
72
73        void addTickTime(uint32_t length);
74
75        static bool addGameState(GameState* state);
76        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
77
78    private:
79        struct statisticsTickInfo
80        {
81            uint64_t    tickTime;
82            uint32_t    tickLength;
83        };
84
85        Game(Game&); // don't mess with singletons
86
87        void loadState(GameState* state);
88        void unloadState(GameState* state);
89
90        std::vector<GameState*>         activeStates_;
91        GameStateTreeNode*              rootStateNode_;
92        GameStateTreeNode*              activeStateNode_;
93        std::vector<GameStateTreeNode*> requestedStateNodes_;
94
95        Core*                           core_;
96        Clock*                          gameClock_;
97
98        bool                            abort_;
99
100        // variables for time statistics
101        uint64_t                        statisticsStartTime_;
102        std::list<statisticsTickInfo>   statisticsTickTimes_;
103        uint32_t                        periodTime_;
104        uint32_t                        periodTickTime_;
105        float                           avgFPS_;
106        float                           avgTickTime_;
107
108        // config values
109        unsigned int                    statisticsRefreshCycle_;
110        unsigned int                    statisticsAvgLength_;
111
112        static std::map<std::string, GameState*> allStates_s;
113        static Game* singletonRef_s;        //!< Pointer to the Singleton
114    };
115}
116
117#endif /* _Game_H__ */
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