| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Reto Grieder |
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| 24 | * Co-authors: |
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| 25 | * Benjamin Knecht |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file |
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| 31 | @brief |
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| 32 | Implementation of Graphics GameState class. |
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| 33 | */ |
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| 34 | |
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| 35 | #include "GSGraphics.h" |
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| 36 | |
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| 37 | #include "util/Convert.h" |
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| 38 | #include "core/Clock.h" |
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| 39 | #include "core/CommandExecutor.h" |
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| 40 | #include "core/ConsoleCommand.h" |
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| 41 | #include "core/Core.h" |
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| 42 | #include "core/Game.h" |
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| 43 | #include "core/GUIManager.h" |
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| 44 | #include "core/input/InputManager.h" |
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| 45 | #include "core/input/KeyBinder.h" |
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| 46 | #include "core/input/InputState.h" |
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| 47 | #include "core/Loader.h" |
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| 48 | #include "core/XMLFile.h" |
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| 49 | #include "InGameConsole.h" |
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| 50 | #include "sound/SoundManager.h" |
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| 51 | |
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| 52 | // HACK: |
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| 53 | #include "Map.h" |
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| 54 | |
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| 55 | namespace orxonox |
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| 56 | { |
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| 57 | DeclareGameState(GSGraphics, "graphics", false, true); |
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| 58 | |
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| 59 | GSGraphics::GSGraphics(const GameStateInfo& info) |
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| 60 | : GameState(info) |
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| 61 | , console_(0) |
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| 62 | , soundManager_(0) |
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| 63 | , masterKeyBinder_(0) |
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| 64 | , masterInputState_(0) |
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| 65 | , debugOverlay_(0) |
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| 66 | { |
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| 67 | // load master key bindings |
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| 68 | masterInputState_ = InputManager::getInstance().createInputState("master", true); |
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| 69 | masterKeyBinder_ = new KeyBinder(); |
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| 70 | masterInputState_->setKeyHandler(masterKeyBinder_); |
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| 71 | } |
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| 72 | |
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| 73 | GSGraphics::~GSGraphics() |
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| 74 | { |
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| 75 | InputManager::getInstance().destroyState("master"); |
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| 76 | delete this->masterKeyBinder_; |
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| 77 | } |
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| 78 | |
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| 79 | /** |
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| 80 | @brief |
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| 81 | This function is called when we enter this game state. |
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| 82 | |
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| 83 | Since graphics is very important for our game this function does quite a lot: |
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| 84 | \li starts graphics manager |
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| 85 | \li loads debug overlay |
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| 86 | \li manages render window |
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| 87 | \li creates input manager |
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| 88 | \li loads master key bindings |
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| 89 | \li loads the SoundManager |
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| 90 | \li loads ingame console |
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| 91 | \li loads GUI interface (GUIManager) |
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| 92 | \li creates console command to toggle GUI |
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| 93 | */ |
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| 94 | void GSGraphics::activate() |
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| 95 | { |
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| 96 | // load debug overlay |
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| 97 | COUT(3) << "Loading Debug Overlay..." << std::endl; |
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| 98 | this->debugOverlay_ = new XMLFile(Core::getMediaPathString() + "overlay/debug.oxo"); |
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| 99 | Loader::open(debugOverlay_); |
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| 100 | |
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| 101 | masterKeyBinder_->loadBindings("masterKeybindings.ini"); |
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| 102 | |
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| 103 | // Load the SoundManager |
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| 104 | soundManager_ = new SoundManager(); |
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| 105 | |
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| 106 | // Load the InGameConsole |
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| 107 | console_ = new InGameConsole(); |
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| 108 | console_->initialise(); |
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| 109 | |
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| 110 | // add console command to toggle GUI |
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| 111 | FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI); |
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| 112 | functor->setObject(this); |
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| 113 | this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI"); |
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| 114 | CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_); |
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| 115 | |
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| 116 | // enable master input |
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| 117 | InputManager::getInstance().enterState("master"); |
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| 118 | } |
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| 119 | |
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| 120 | /** |
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| 121 | @brief |
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| 122 | This function is called when the game state is left |
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| 123 | |
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| 124 | Created references, input states and console commands are deleted. |
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| 125 | */ |
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| 126 | void GSGraphics::deactivate() |
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| 127 | { |
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| 128 | /* |
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| 129 | if (this->ccToggleGUI_) |
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| 130 | { |
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| 131 | delete this->ccToggleGUI_; |
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| 132 | this->ccToggleGUI_ = 0; |
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| 133 | } |
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| 134 | */ |
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| 135 | |
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| 136 | delete this->console_; |
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| 137 | |
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| 138 | Loader::unload(this->debugOverlay_); |
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| 139 | delete this->debugOverlay_; |
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| 140 | |
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| 141 | delete this->soundManager_; |
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| 142 | |
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| 143 | // HACK: (destroys a resource smart pointer) |
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| 144 | Map::hackDestroyMap(); |
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| 145 | } |
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| 146 | |
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| 147 | /** |
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| 148 | @brief |
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| 149 | Toggles the visibility of the current GUI |
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| 150 | |
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| 151 | This function just executes a Lua function in the main script of the GUI by accessing the GUIManager. |
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| 152 | For more details on this function check out the Lua code. |
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| 153 | */ |
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| 154 | void GSGraphics::toggleGUI() |
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| 155 | { |
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| 156 | GUIManager::getInstance().executeCode("toggleGUI()"); |
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| 157 | } |
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| 158 | |
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| 159 | /** |
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| 160 | @note |
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| 161 | A note about the Ogre::FrameListener: Even though we don't use them, |
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| 162 | they still get called. However, the delta times are not correct (except |
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| 163 | for timeSinceLastFrame, which is the most important). A little research |
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| 164 | as shown that there is probably only one FrameListener that doesn't even |
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| 165 | need the time. So we shouldn't run into problems. |
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| 166 | */ |
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| 167 | void GSGraphics::update(const Clock& time) |
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| 168 | { |
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| 169 | if (this->getActivity().topState) |
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| 170 | { |
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| 171 | // This state can not 'survive' on its own. |
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| 172 | // Load a user interface therefore |
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| 173 | Game::getInstance().requestState("mainMenu"); |
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| 174 | } |
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| 175 | |
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| 176 | this->console_->update(time); |
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| 177 | } |
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| 178 | } |
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