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source: code/branches/objecthierarchy/src/orxonox/gamestates/GSLevel.cc @ 1959

Last change on this file since 1959 was 1949, checked in by rgrieder, 16 years ago

Moved all showsGraphics, hasServer, etc. functions from Settings class to Core class.
This was necessary to avoid circular dependencies.

  • Property svn:eol-style set to native
File size: 7.5 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 "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
42//#include "objects/Backlight.h"
43#include "objects/Tickable.h"
44#include "objects/Radar.h"
45//#include "tools/ParticleInterface.h"
46#include "GraphicsEngine.h"
47#include "Settings.h"
48
49namespace orxonox
50{
51    GSLevel::GSLevel(const std::string& name)
52        : GameState<GSGraphics>(name)
53        , timeFactor_(1.0f)
54        , sceneManager_(0)
55        , keyBinder_(0)
56        , inputState_(0)
57        , radar_(0)
58        , startLevel_(0)
59        , hud_(0)
60    {
61        RegisterObject(GSLevel);
62        setConfigValues();
63    }
64
65    GSLevel::~GSLevel()
66    {
67    }
68
69    void GSLevel::setConfigValues()
70    {
71        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
72    }
73
74    void GSLevel::enter()
75    {
76        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
77        keyBinder_ = new KeyBinder();
78        keyBinder_->loadBindings("keybindings.ini");
79        inputState_->setHandler(keyBinder_);
80
81        // create Ogre SceneManager for the level
82        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
83        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
84
85        // temporary hack
86        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
87
88        // Start the Radar
89        this->radar_ = new Radar();
90
91        // Load the HUD
92        COUT(3) << "Orxonox: Loading HUD" << std::endl;
93        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
94        Loader::load(hud_);
95
96        // reset game speed to normal
97        timeFactor_ = 1.0f;
98
99        // TODO: insert slomo console command with
100        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
101
102        // keybind console command
103        FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
104        functor1->setObject(this);
105        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "keybind"));
106        FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
107        functor2->setObject(this);
108        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "tkeybind"));
109        // set our console command as callback for the key detector
110        InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
111    }
112
113    void GSLevel::leave()
114    {
115        Loader::unload(hud_);
116        delete this->hud_;
117
118        // this call will delete every BaseObject!
119        // But currently this will call methods of objects that exist no more
120        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
121        // and call a sceneNode method that has already been destroy by the corresponding space ship.
122        //Loader::close();
123
124        delete this->radar_;
125
126        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
127
128        inputState_->setHandler(0);
129        InputManager::getInstance().requestDestroyState("game");
130        delete this->keyBinder_;
131    }
132
133    void GSLevel::ticked(const Clock& time)
134    {
135        // Call the scene objects
136        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
137            it->tick(time.getDeltaTime() * this->timeFactor_);
138    }
139
140    /**
141    @brief
142        Changes the speed of Orxonox
143    */
144    void GSLevel::setTimeFactor(float factor)
145    {
146        float change = factor / this->timeFactor_;
147        this->timeFactor_ = factor;
148/*
149        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
150            it->setSpeedFactor(it->getSpeedFactor() * change);
151
152        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
153            it->setTimeFactor(timeFactor_);
154*/
155    }
156
157    void GSLevel::loadLevel()
158    {
159        // call the loader
160        COUT(0) << "Loading level..." << std::endl;
161        startLevel_ = new Level(Settings::getDataPath() + "levels/sample2.oxw");
162        Loader::open(startLevel_);
163    }
164
165    void GSLevel::unloadLevel()
166    {
167        Loader::unload(startLevel_);
168        delete this->startLevel_;
169    }
170
171    void GSLevel::keybind(const std::string &command)
172    {
173        this->keybindInternal(command, false);
174    }
175
176    void GSLevel::tkeybind(const std::string &command)
177    {
178        this->keybindInternal(command, true);
179    }
180
181    /**
182    @brief
183        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
184    @param command
185        Command string that can be executed by the CommandExecutor
186        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
187        the key/button/axis that has been activated. This is configured above in enter().
188    */
189    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
190    {
191        static std::string bindingString = "";
192        static bool bTemporarySaved = false;
193        static bool bound = true;
194        // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
195        // Howerver there will be no real issue if it happens anyway.
196        if (command.find(keyDetectorCallbackCode_) != 0)
197        {
198            if (bound)
199            {
200                COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
201                InputManager::getInstance().requestEnterState("detector");
202                bindingString = command;
203                bTemporarySaved = bTemporary;
204                bound = false;
205            }
206            //else:  We're still in a keybind command. ignore this call.
207        }
208        else
209        {
210            if (!bound)
211            {
212                // user has pressed the key
213                std::string name = command.substr(this->keyDetectorCallbackCode_.size());
214                COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
215                this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
216                InputManager::getInstance().requestLeaveState("detector");
217                bound = true;
218            }
219            // else: A key was pressed within the same tick, ignore it.
220        }
221    }
222}
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