Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/gui/src/core/RootGameState.cc @ 1672

Last change on this file since 1672 was 1672, checked in by rgrieder, 17 years ago
  • Changed GameState so that the new RootGameState can override 2 virtual methods
  • added RootGameState that takes care of state transitions (can only happen between ticks)
  • moved main loop to GSRoot instead of GSGraphics
  • network GameStates not yet finished
  • GraphicsEngine not yet merged into GSGraphics
  • Property svn:eol-style set to native
File size: 5.3 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#include "RootGameState.h"
30
31#include <OgreTimer.h>
32#include "util/Integers.h"
33#include "Debug.h"
34#include "Exception.h"
35#include "CommandLine.h"
36
37namespace orxonox
38{
39    SetCommandLineArgument(state, "standalone").setShortcut("s");
40
41    RootGameState::RootGameState(const std::string& name)
42        : GameState(name)
43        , stateRequest_("")
44    {
45    }
46
47    RootGameState::~RootGameState()
48    {
49    }
50
51    /**
52    @brief
53        Internal method that actually makes the state transition. Since it is internal,
54        the method can assume certain things to be granted (like 'this' is always active).
55    */
56    void RootGameState::makeTransition(GameState* source, GameState* destination)
57    {
58        if (source != 0)
59        {
60            // transition was not initiated by root itself
61            this->activeChild_ = 0;
62        }
63
64        if (destination == this)
65        {
66            // this marks the end of the game.
67            return;
68        }
69
70        // Check for 'destination' in the children map first
71        std::map<GameState*, GameState*>::const_iterator it
72            = this->grandchildrenToChildren_.find(destination);
73        if (it != this->grandchildrenToChildren_.end())
74        {
75            OrxAssert(dynamic_cast<GameState*>(it->second) != 0,
76                "There was a mix with RootGameState and GameState, could not cast.");
77            GameState* child = static_cast<GameState*>(it->second);
78            // child state. Don't use 'state', might be a grandchild!
79            this->activeChild_ = child;
80            child->makeTransition(this, destination);
81        }
82        else
83        {
84            // root doesn't have a parent..
85            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
86        }
87    }
88
89    void RootGameState::gotoState(const std::string& name)
90    {
91        GameState* request = getState(name);
92        if (request)
93        {
94            GameState* current = getCurrentState();
95            if (current)
96            {
97                //OrxAssert(dynamic_cast<GameState*>(current),
98                //    "RootGameState: There was a RootGameState in the subtree of Root");
99                //GameState* currentGS = static_cast<GameState*>(current);
100                //currentGS->makeTransition(this, request);
101                current->makeTransition(0, request);
102            }
103            else
104            {
105                // Root is not yet active. This is a violation.
106                ThrowException(GameState, "Activate Root before requesting a state.");
107            }
108        }
109        else
110        {
111            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
112        }
113    }
114
115    /**
116    @brief
117        Makes a state transition according to the state tree. You can choose any state
118        in the tree to do the call. The function finds the current state on its own.
119    @param state
120        The state to be entered, has to exist in the tree.
121    */
122    void RootGameState::requestState(const std::string& name)
123    {
124        this->stateRequest_ = name;
125    }
126
127    /**
128    @brief
129        Starts the game. The little 'while' denotes the main loop.
130        Whenever the root state is selected, the game ends.
131    @param name
132        State to start with (usually main menu or specified by command line)
133    */
134    void RootGameState::start()
135    {
136        this->activate();
137
138        // get initial state from command line
139        std::string initialState;
140        CommandLine::getValue<std::string>("state", &initialState);
141        gotoState(initialState);
142
143        Ogre::Timer timer;
144        uint64_t storedTime = 0;
145        unsigned long lastTimersTime = 1;
146        timer.reset();
147        while (this->activeChild_)
148        {
149            // get current time
150            unsigned long timersTime = timer.getMicroseconds();
151            uint64_t realTime = storedTime + timersTime;
152            float dt = (float)(timersTime - lastTimersTime)/1000000.0f;
153            if (timersTime > 7000000)
154            {
155                // Under worst condition, the ogre timer will overflow right after 7 seconds
156                storedTime += timersTime;
157                lastTimersTime = 0;
158                timer.reset();
159            }
160            else
161            {
162                lastTimersTime = timersTime;
163            }
164
165            this->tick(dt, realTime);
166
167            if (this->stateRequest_ != "")
168                gotoState(stateRequest_);
169        }
170
171        this->deactivate();
172    }
173}
Note: See TracBrowser for help on using the repository browser.