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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 1662

Last change on this file since 1662 was 1662, checked in by rgrieder, 16 years ago
  • Changed static Executor/Functor in ConsoleCommand to generic one that enables console commands for member functions. (This is more of a temporary solution, but can be made permanent with right adjustments)
  • The whole GameState thing seems to works so far. But I there's only standalone mode at the moment
  • Console now shows in GUI too. I will have to implement a master InputState in the InputManager (little bit of a break with the concept, but probably necessary)
  • Property svn:eol-style set to native
File size: 4.6 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 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include "core/ConsoleCommand.h"
33#include "core/input/InputManager.h"
34#include "core/input/SimpleInputState.h"
35#include "core/input/KeyBinder.h"
36#include "core/Loader.h"
37#include "overlays/console/InGameConsole.h"
38#include "gui/GUIManager.h"
39#include "objects/Backlight.h"
40#include "tools/ParticleInterface.h"
41#include "Radar.h"
42#include "Settings.h"
43#include "GraphicsEngine.h"
44
45namespace orxonox
46{
47    GSLevel::GSLevel()
48        : GameState("level")
49        , timefactor_(1.0f)
50        , keyBinder_(0)
51        , radar_(0)
52        , startLevel_(0)
53        , hud_(0)
54    {
55    }
56
57    GSLevel::~GSLevel()
58    {
59    }
60
61    void GSLevel::enter()
62    {
63        keyBinder_ = new KeyBinder();
64        keyBinder_->loadBindings();
65        InputManager::getInstance().createInputState<SimpleInputState>("game", 20)->setHandler(keyBinder_);
66
67        // create Ogre SceneManager for the level
68        GraphicsEngine::getInstance().createNewScene();
69
70        // Start the Radar
71        this->radar_ = new Radar();
72
73        // Load the HUD
74        COUT(3) << "Orxonox: Loading HUD" << std::endl;
75        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
76        Loader::load(hud_);
77
78        // call the loader
79        COUT(0) << "Loading level..." << std::endl;
80        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
81        Loader::open(startLevel_);
82
83        // add console commands
84        FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::setTimeFactor);
85        functor->setObject(this);
86        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor"));
87
88        // level is loaded: we can start capturing the input
89        InputManager::getInstance().requestEnterState("game");
90    }
91
92    void GSLevel::leave()
93    {
94        InputManager::getInstance().requestLeaveState("game");
95
96        // TODO: Remove and destroy console command
97
98        Loader::unload(startLevel_);
99        delete this->startLevel_;
100
101        Loader::unload(hud_);
102        delete this->hud_;
103
104        // this call will delete every BaseObject!
105        // But currently this will call methods of objects that exist no more
106        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
107        // and call a sceneNode method that has already been destroy by the corresponding space ship.
108        //Loader::close();
109
110        delete this->radar_;
111
112        // TODO: delete SceneManager
113
114        InputManager::getInstance().destroyState("game");
115        delete this->keyBinder_;
116    }
117
118    bool GSLevel::tick(float dt)
119    {
120        // Call those objects that need the real time
121        for (Iterator<TickableReal> it = ObjectList<TickableReal>::start(); it; ++it)
122            it->tick(dt);
123        // Call the scene objects
124        for (Iterator<Tickable> it = ObjectList<Tickable>::start(); it; ++it)
125            it->tick(dt * this->timefactor_);
126
127        // TODO: split file into server/client/standalone
128        // call server/client with normal dt
129        //if (client_g)
130        //    client_g->tick(dt * this->timefactor_);
131        //if (server_g)
132        //    server_g->tick(dt * this->timefactor_);
133
134        return true;
135    }
136
137    /**
138    @brief
139        Changes the speed of Orxonox
140    */
141    void GSLevel::setTimeFactor(float factor)
142    {
143        float change = factor / this->timefactor_;
144        this->timefactor_ = factor;
145        for (Iterator<ParticleInterface> it = ObjectList<ParticleInterface>::begin(); it; ++it)
146            it->setSpeedFactor(it->getSpeedFactor() * change);
147
148        for (Iterator<Backlight> it = ObjectList<Backlight>::begin(); it; ++it)
149            it->setTimeFactor(timefactor_);
150    }
151}
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