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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 1686

Last change on this file since 1686 was 1686, checked in by rgrieder, 16 years ago

Moved most of the GraphicsEngine code to GSRoot and GSGraphics.
GraphicsEngine is now more of a legacy object to ensure functionality until there is a new solution.

  • Property svn:eol-style set to native
File size: 4.4 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 <OgreSceneManager.h>
33#include <OgreRoot.h>
34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Loader.h"
38#include "objects/Backlight.h"
39#include "tools/ParticleInterface.h"
40#include "Settings.h"
41#include "Radar.h"
42#include "GraphicsEngine.h"
43
44namespace orxonox
45{
46    GSLevel::GSLevel(const std::string& name)
47        : GameState(name)
48        , timeFactor_(1.0f)
49        , sceneManager_(0)
50        , keyBinder_(0)
51        , inputState_(0)
52        , radar_(0)
53        , startLevel_(0)
54        , hud_(0)
55    {
56    }
57
58    GSLevel::~GSLevel()
59    {
60    }
61
62    void GSLevel::enter()
63    {
64        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
65        keyBinder_ = new KeyBinder();
66        keyBinder_->loadBindings();
67        inputState_->setHandler(keyBinder_);
68
69        // create Ogre SceneManager for the level
70        this->sceneManager_ = GraphicsEngine::getInstance().getOgreRoot()->
71            createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
72        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
73        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
74
75        // Start the Radar
76        this->radar_ = new Radar();
77
78        // Load the HUD
79        COUT(3) << "Orxonox: Loading HUD" << std::endl;
80        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
81        Loader::load(hud_);
82
83        // reset game speed to normal
84        timeFactor_ = 1.0f;
85    }
86
87    void GSLevel::leave()
88    {
89        Loader::unload(hud_);
90        delete this->hud_;
91
92        // this call will delete every BaseObject!
93        // But currently this will call methods of objects that exist no more
94        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
95        // and call a sceneNode method that has already been destroy by the corresponding space ship.
96        //Loader::close();
97
98        delete this->radar_;
99
100        GraphicsEngine::getInstance().getOgreRoot()->destroySceneManager(this->sceneManager_);
101
102        inputState_->setHandler(0);
103        InputManager::getInstance().requestDestroyState("game");
104        delete this->keyBinder_;
105    }
106
107    void GSLevel::ticked(const Clock& time)
108    {
109        // Call those objects that need the real time
110        for (Iterator<TickableReal> it = ObjectList<TickableReal>::start(); it; ++it)
111            it->tick(time.getDeltaTime());
112        // Call the scene objects
113        for (Iterator<Tickable> it = ObjectList<Tickable>::start(); it; ++it)
114            it->tick(time.getDeltaTime() * this->timeFactor_);
115    }
116
117    /**
118    @brief
119        Changes the speed of Orxonox
120    */
121    void GSLevel::setTimeFactor(float factor)
122    {
123        float change = factor / this->timeFactor_;
124        this->timeFactor_ = factor;
125        for (Iterator<ParticleInterface> it = ObjectList<ParticleInterface>::begin(); it; ++it)
126            it->setSpeedFactor(it->getSpeedFactor() * change);
127
128        for (Iterator<Backlight> it = ObjectList<Backlight>::begin(); it; ++it)
129            it->setTimeFactor(timeFactor_);
130    }
131
132    void GSLevel::loadLevel()
133    {
134        // call the loader
135        COUT(0) << "Loading level..." << std::endl;
136        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
137        Loader::open(startLevel_);
138    }
139
140    void GSLevel::unloadLevel()
141    {
142        Loader::unload(startLevel_);
143        delete this->startLevel_;
144    }
145}
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