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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2853

Last change on this file since 2853 was 2850, checked in by rgrieder, 16 years ago
  • Started working on cleaning up the GameState mess ;)
  • Cleaned out GUIManager
  • Renamed GSGUI to GSMainMenu
  • "—state blah" has been changed to —server, —client, —standalone, —dedicated
  • —console starts the game in the console (no level loading there yet, but "loadMenu")
  • adjusted run scripts
  • Property svn:eol-style set to native
File size: 9.6 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/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
35#include "core/Loader.h"
36#include "core/XMLFile.h"
37#include "core/CommandExecutor.h"
38#include "core/ConsoleCommand.h"
39#include "core/CommandLine.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/Core.h"
42#include "core/CoreIncludes.h"
43#include "core/Game.h"
44#include "core/GameMode.h"
45#include "objects/Tickable.h"
46#include "objects/Radar.h"
47#include "CameraManager.h"
48#include "GraphicsManager.h"
49#include "LevelManager.h"
50#include "PlayerManager.h"
51#include "gui/GUIManager.h"
52
53namespace orxonox
54{
55    AddGameState(GSLevel, "level");
56
57    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
58
59    GSLevel::GSLevel(const std::string& name)
60        : GameState(name)
61        , keyBinder_(0)
62        , inputState_(0)
63        , radar_(0)
64        , startFile_(0)
65        , cameraManager_(0)
66        , levelManager_(0)
67    {
68        RegisterObject(GSLevel);
69
70        this->ccKeybind_ = 0;
71        this->ccTkeybind_ = 0;
72    }
73
74    GSLevel::~GSLevel()
75    {
76    }
77
78    void GSLevel::setConfigValues()
79    {
80        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
81    }
82
83    void GSLevel::activate()
84    {
85        setConfigValues();
86
87        if (GameMode::showsGraphics())
88        {
89            {
90                FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::toggleGUI);
91                functor->setObject(this);
92                this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
93                CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
94            }
95
96            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
97            keyBinder_ = new KeyBinder();
98            keyBinder_->loadBindings("keybindings.ini");
99            inputState_->setHandler(keyBinder_);
100
101            // create the global CameraManager
102            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
103
104            // Start the Radar
105            this->radar_ = new Radar();
106        }
107
108        this->playerManager_ = new PlayerManager();
109
110        if (GameMode::isMaster())
111        {
112            // create the global LevelManager
113            this->levelManager_ = new LevelManager();
114
115            this->loadLevel();
116        }
117
118        if (GameMode::showsGraphics())
119        {
120            // keybind console command
121            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
122            functor1->setObject(this);
123            ccKeybind_ = createConsoleCommand(functor1, "keybind");
124            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
125            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
126            functor2->setObject(this);
127            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
128            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
129            // set our console command as callback for the key detector
130            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
131
132            // InGame GUI test
133            GUIManager::getInstance().showGUI("inGameTest");
134
135            // level is loaded: we can start capturing the input
136            InputManager::getInstance().requestEnterState("game");
137        }
138    }
139
140    void GSLevel::deactivate()
141    {
142        // destroy console commands
143        if (this->ccKeybind_)
144        {
145            delete this->ccKeybind_;
146            this->ccKeybind_ = 0;
147        }
148        if (this->ccTkeybind_)
149        {
150            delete this->ccTkeybind_;
151            this->ccTkeybind_ = 0;
152        }
153        if (this->ccToggleGUI_)
154        {
155            delete this->ccToggleGUI_;
156            this->ccToggleGUI_ = 0;
157        }
158
159
160        // this call will delete every BaseObject!
161        // But currently this will call methods of objects that exist no more
162        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
163        // and call a sceneNode method that has already been destroy by the corresponding space ship.
164        //Loader::close();
165
166        if (GameMode::showsGraphics())
167            InputManager::getInstance().requestLeaveState("game");
168
169        if (GameMode::isMaster())
170            this->unloadLevel();
171
172        if (this->radar_)
173        {
174            delete this->radar_;
175            this->radar_ = 0;
176        }
177
178        if (this->cameraManager_)
179        {
180            delete this->cameraManager_;
181            this->cameraManager_ = 0;
182        }
183
184        if (this->levelManager_)
185        {
186            delete this->levelManager_;
187            this->levelManager_ = 0;
188        }
189
190        if (this->playerManager_)
191        {
192            delete this->playerManager_;
193            this->playerManager_ = 0;
194        }
195
196        if (GameMode::showsGraphics())
197        {
198            inputState_->setHandler(0);
199            InputManager::getInstance().requestDestroyState("game");
200            if (this->keyBinder_)
201            {
202                delete this->keyBinder_;
203                this->keyBinder_ = 0;
204            }
205        }
206    }
207
208    void GSLevel::update(const Clock& time)
209    {
210        // Note: Temporarily moved to GSGraphics.
211        //// Call the scene objects
212        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
213        //    it->tick(time.getDeltaTime() * this->timeFactor_);
214    }
215
216    void GSLevel::loadLevel()
217    {
218        // call the loader
219        COUT(0) << "Loading level..." << std::endl;
220        std::string levelName;
221        CommandLine::getValue("level", &levelName);
222        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
223        Loader::open(startFile_);
224    }
225
226    void GSLevel::unloadLevel()
227    {
228        //////////////////////////////////////////////////////////////////////////////////////////
229        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
230        //////////////////////////////////////////////////////////////////////////////////////////
231        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
232        //////////////////////////////////////////////////////////////////////////////////////////
233
234        delete this->startFile_;
235    }
236
237    void GSLevel::toggleGUI()
238    {
239        if (GameMode::showsGraphics())
240        {
241            GUIManager::getInstance().executeCode("toggleGUI()");
242        }
243    }
244
245    void GSLevel::keybind(const std::string &command)
246    {
247        this->keybindInternal(command, false);
248    }
249
250    void GSLevel::tkeybind(const std::string &command)
251    {
252        this->keybindInternal(command, true);
253    }
254
255    /**
256    @brief
257        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
258    @param command
259        Command string that can be executed by the CommandExecutor
260        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
261        the key/button/axis that has been activated. This is configured above in activate().
262    */
263    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
264    {
265        if (GameMode::showsGraphics())
266        {
267            static std::string bindingString = "";
268            static bool bTemporarySaved = false;
269            static bool bound = true;
270            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
271            // Howerver there will be no real issue if it happens anyway.
272            if (command.find(keyDetectorCallbackCode_) != 0)
273            {
274                if (bound)
275                {
276                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
277                    InputManager::getInstance().requestEnterState("detector");
278                    bindingString = command;
279                    bTemporarySaved = bTemporary;
280                    bound = false;
281                }
282                //else:  We're still in a keybind command. ignore this call.
283            }
284            else
285            {
286                if (!bound)
287                {
288                    // user has pressed the key
289                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
290                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
291                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
292                    InputManager::getInstance().requestLeaveState("detector");
293                    bound = true;
294                }
295                // else: A key was pressed within the same tick, ignore it.
296            }
297        }
298    }
299}
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