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source: code/branches/gui/src/orxonox/gamestates/GSGUI.cc @ 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: 2.5 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#include "OrxonoxStableHeaders.h"
30#include "GSGUI.h"
31
32#include <OgreViewport.h>
33#include "core/Clock.h"
34#include "core/ConsoleCommand.h"
35#include "core/input/InputManager.h"
36#include "core/input/SimpleInputState.h"
37#include "gui/GUIManager.h"
38#include "GraphicsManager.h"
39#include "core/Game.h"
40
41namespace orxonox
42{
43    AddGameState(GSGUI, "gui");
44
45    GSGUI::GSGUI(const std::string& name)
46        : GameState(name)
47    {
48    }
49
50    GSGUI::~GSGUI()
51    {
52    }
53
54    void GSGUI::activate()
55    {
56        guiManager_ = GUIManager::getInstancePtr();
57
58        // show main menu
59        //guiManager_->loadScene("MainMenu");
60        guiManager_->showGUI("MainMenu", 0);
61        GraphicsManager::getInstance().getViewport()->setCamera(guiManager_->getCamera());
62
63        {
64            // time factor console command
65            FunctorMember<GSGUI>* functor = createFunctor(&GSGUI::startGame);
66            functor->setObject(this);
67            this->ccStartGame_ = createConsoleCommand(functor, "startGame");
68            CommandExecutor::addConsoleCommandShortcut(this->ccStartGame_);
69        }
70    }
71
72    void GSGUI::deactivate()
73    {
74        if (this->ccStartGame_)
75        {
76            delete this->ccStartGame_;
77            this->ccStartGame_ = 0;
78        }
79
80        guiManager_->hideGUI();
81    }
82
83    void GSGUI::update(const Clock& time)
84    {
85        // tick CEGUI
86        guiManager_->update(time);
87    }
88
89    void GSGUI::startGame()
90    {
91        // HACK - HACK
92        Game::getInstance().popState();
93        Game::getInstance().requestState("standalone");
94        Game::getInstance().requestState("level");
95    }
96}
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