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source: code/branches/gui/src/core/Game.h @ 2846

Last change on this file since 2846 was 2846, checked in by rgrieder, 15 years ago

Moving game clock from Core to Game.
Other small fixes.

  • Property svn:eol-style set to native
File size: 3.5 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        const Clock& getGameClock() { return *this->gameClock_; }
71
72        float getAvgTickTime() { return this->avgTickTime_; }
73        float getAvgFPS()      { return this->avgFPS_; }
74
75        void addTickTime(uint32_t length);
76
77        static bool addGameState(GameState* state);
78        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
79
80    private:
81        struct statisticsTickInfo
82        {
83            uint64_t    tickTime;
84            uint32_t    tickLength;
85        };
86
87        Game(Game&); // don't mess with singletons
88
89        void loadState(GameState* state);
90        void unloadState(GameState* state);
91
92        std::vector<GameState*>         activeStates_;
93        GameStateTreeNode*              rootStateNode_;
94        GameStateTreeNode*              activeStateNode_;
95        std::vector<GameStateTreeNode*> requestedStateNodes_;
96
97        Core*                           core_;
98        Clock*                          gameClock_;
99
100        bool                            abort_;
101
102        // variables for time statistics
103        uint64_t                        statisticsStartTime_;
104        std::list<statisticsTickInfo>   statisticsTickTimes_;
105        uint32_t                        periodTime_;
106        uint32_t                        periodTickTime_;
107        float                           avgFPS_;
108        float                           avgTickTime_;
109
110        // config values
111        unsigned int                    statisticsRefreshCycle_;
112        unsigned int                    statisticsAvgLength_;
113
114        static std::map<std::string, GameState*> allStates_s;
115        static Game* singletonRef_s;        //!< Pointer to the Singleton
116    };
117}
118
119#endif /* _Game_H__ */
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