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source: code/branches/gui/src/core/RootGameState.cc @ 1689

Last change on this file since 1689 was 1689, checked in by rgrieder, 16 years ago
  • renamed:

GameState —> GameStateBase
GameStateTyped<T> —> GameState

  • moved command line parsing from GSRoot to RootGameState.
  • Property svn:eol-style set to native
File size: 5.0 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 "Clock.h"
32#include "Debug.h"
33#include "Exception.h"
34#include "CommandLine.h"
35
36namespace orxonox
37{
38    SetCommandLineArgument(state, "gui").setShortcut("s");
39
40    RootGameState::RootGameState(const std::string& name)
41        : GameState<GameStateBase>(name)
42        , stateRequest_("")
43    {
44    }
45
46    RootGameState::~RootGameState()
47    {
48    }
49
50    /**
51    @brief
52        Internal method that actually makes the state transition. Since it is internal,
53        the method can assume certain things to be granted (like 'this' is always active).
54    */
55    void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination)
56    {
57        if (source != 0)
58        {
59            // transition was not initiated by root itself
60            this->activeChild_ = 0;
61        }
62
63        if (destination == this)
64        {
65            // this marks the end of the game.
66            return;
67        }
68
69        // Check for 'destination' in the children map first
70        std::map<GameStateBase*, GameStateBase*>::const_iterator it
71            = this->grandchildrenToChildren_.find(destination);
72        if (it != this->grandchildrenToChildren_.end())
73        {
74            OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0,
75                "There was a mix with RootGameState and GameState, could not cast.");
76            GameStateBase* child = static_cast<GameStateBase*>(it->second);
77            // child state. Don't use 'state', might be a grandchild!
78            this->activeChild_ = child;
79            child->makeTransition(this, destination);
80        }
81        else
82        {
83            // root doesn't have a parent..
84            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
85        }
86    }
87
88    void RootGameState::gotoState(const std::string& name)
89    {
90        GameStateBase* request = getState(name);
91        if (request)
92        {
93            GameStateBase* current = getCurrentState();
94            if (current)
95            {
96                current->makeTransition(0, request);
97            }
98            else
99            {
100                // Root is not yet active. This is a violation.
101                ThrowException(GameState, "Activate Root before requesting a state.");
102            }
103        }
104        else
105        {
106            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
107        }
108    }
109
110    /**
111    @brief
112        Makes a state transition according to the state tree. You can choose any state
113        in the tree to do the call. The function finds the current state on its own.
114    @param state
115        The state to be entered, has to exist in the tree.
116    */
117    void RootGameState::requestState(const std::string& name)
118    {
119        this->stateRequest_ = name;
120    }
121
122    /**
123    @brief
124        Starts the game. The little 'while' denotes the main loop.
125        Whenever the root state is selected, the game ends.
126    @param name
127        State to start with (usually main menu or specified by command line)
128    */
129    void RootGameState::start(int argc, char** argv)
130    {
131        parseCommandLine(argc, argv);
132
133        this->activate();
134
135        // get initial state from command line
136        std::string initialState;
137        CommandLine::getValue<std::string>("state", &initialState);
138        gotoState(initialState);
139
140        Clock clock;
141        while (this->activeChild_)
142        {
143            clock.capture();
144
145            this->tick(clock);
146
147            if (this->stateRequest_ != "")
148                gotoState(stateRequest_);
149        }
150
151        this->deactivate();
152    }
153
154    void RootGameState::parseCommandLine(int argc, char** argv)
155    {
156        std::vector<std::string> args;
157        for (int i = 1; i < argc; ++i)
158            args.push_back(argv[i]);
159
160        try
161        {
162            orxonox::CommandLine::parse(args);
163        }
164        catch (orxonox::ArgumentException& ex)
165        {
166            COUT(1) << ex.what() << std::endl;
167            COUT(0) << "Usage:" << std::endl << "orxonox " << CommandLine::getUsageInformation() << std::endl;
168        }
169    }
170}
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