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source: code/branches/gui/src/orxonox/gamestates/GSGraphics.cc @ 2834

Last change on this file since 2834 was 2817, checked in by rgrieder, 15 years ago

Removed GameState template and renamed GameStateBase to GameState.
Moved statistics stuff (fps and tick time) to Game and removed the remaining hacks in GSGraphics and GSRoot.

  • Property svn:eol-style set to native
File size: 6.0 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 "OrxonoxStableHeaders.h"
30#include "GSGraphics.h"
31
32#include <boost/filesystem.hpp>
33#include <OgreRenderWindow.h>
34
35#include "util/Debug.h"
36#include "core/ConfigValueIncludes.h"
37#include "core/CoreIncludes.h"
38#include "core/Core.h"
39#include "core/input/InputManager.h"
40#include "core/input/KeyBinder.h"
41#include "core/input/SimpleInputState.h"
42#include "core/Loader.h"
43#include "core/XMLFile.h"
44#include "overlays/console/InGameConsole.h"
45#include "gui/GUIManager.h"
46#include "GraphicsManager.h"
47#include "Game.h"
48
49namespace orxonox
50{
51    GSGraphics::GSGraphics()
52        : GameState("graphics")
53        , inputManager_(0)
54        , console_(0)
55        , guiManager_(0)
56        , graphicsManager_(0)
57        , masterKeyBinder_(0)
58        , masterInputState_(0)
59        , debugOverlay_(0)
60    {
61        RegisterRootObject(GSGraphics);
62        setConfigValues();
63    }
64
65    GSGraphics::~GSGraphics()
66    {
67    }
68
69    void GSGraphics::setConfigValues()
70    {
71    }
72
73    void GSGraphics::enter()
74    {
75        Core::setShowsGraphics(true);
76
77        // initialise graphics manager. Doesn't load the render window yet!
78        this->graphicsManager_ = new GraphicsManager();
79        this->graphicsManager_->initialise();
80
81        // load debug overlay
82        COUT(3) << "Loading Debug Overlay..." << std::endl;
83        this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string());
84        Loader::open(debugOverlay_);
85
86        // Calls the InputManager which sets up the input devices.
87        // The render window width and height are used to set up the mouse movement.
88        inputManager_ = new InputManager();
89        size_t windowHnd = 0;
90        Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow();
91        renderWindow->getCustomAttribute("WINDOW", &windowHnd);
92        inputManager_->initialise(windowHnd, renderWindow->getWidth(), renderWindow->getHeight(), true);
93
94        masterInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("master", true);
95        masterKeyBinder_ = new KeyBinder();
96        masterKeyBinder_->loadBindings("masterKeybindings.ini");
97        masterInputState_->setKeyHandler(masterKeyBinder_);
98
99        // Load the InGameConsole
100        console_ = new InGameConsole();
101        console_->initialise(renderWindow->getWidth(), renderWindow->getHeight());
102
103        // load the CEGUI interface
104        guiManager_ = new GUIManager();
105        guiManager_->initialise(renderWindow);
106
107        InputManager::getInstance().requestEnterState("master");
108    }
109
110    void GSGraphics::leave()
111    {
112        if (Core::showsGraphics())
113            InputManager::getInstance().requestLeaveState("master");
114
115        delete this->guiManager_;
116
117        delete this->console_;
118
119        //inputManager_->getMasterInputState()->removeKeyHandler(this->masterKeyBinder_);
120        delete this->masterKeyBinder_;
121        delete this->inputManager_;
122
123        Loader::unload(this->debugOverlay_);
124        delete this->debugOverlay_;
125
126        delete graphicsManager_;
127
128        if (Core::showsGraphics())
129        {
130            masterInputState_->setHandler(0);
131            InputManager::getInstance().requestDestroyState("master");
132            if (this->masterKeyBinder_)
133            {
134                delete this->masterKeyBinder_;
135                this->masterKeyBinder_ = 0;
136            }
137        }
138    }
139
140    /**
141    @note
142        A note about the Ogre::FrameListener: Even though we don't use them,
143        they still get called. However, the delta times are not correct (except
144        for timeSinceLastFrame, which is the most important). A little research
145        as shown that there is probably only one FrameListener that doesn't even
146        need the time. So we shouldn't run into problems.
147    */
148    void GSGraphics::ticked(const Clock& time)
149    {
150        uint64_t timeBeforeTick = time.getRealMicroseconds();
151
152        this->inputManager_->update(time);        // tick console
153        this->console_->update(time);
154        this->tickChild(time);
155
156        uint64_t timeAfterTick = time.getRealMicroseconds();
157
158        // Also add our tick time
159        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
160
161        this->graphicsManager_->update(time);
162    }
163
164    /**
165    @brief
166        Window has resized.
167    @param rw
168        The render window it occured in
169    @note
170        GraphicsManager has a render window stored itself. This is the same
171        as rw. But we have to be careful when using multiple render windows!
172    */
173    void GSGraphics::windowResized(unsigned int newWidth, unsigned int newHeight)
174    {
175        // OIS needs this under linux even if we only use relative input measurement.
176        if (this->inputManager_)
177            this->inputManager_->setWindowExtents(newWidth, newHeight);
178    }
179
180    /**
181    @brief
182        Window focus has changed.
183    @param rw
184        The render window it occured in
185    */
186    void GSGraphics::windowFocusChanged()
187    {
188        // instruct InputManager to clear the buffers (core library so we cannot use the interface)
189        if (this->inputManager_)
190            this->inputManager_->clearBuffers();
191    }
192
193}
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