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source: code/branches/objecthierarchy/src/orxonox/gamestates/GSLevel.cc @ 2010

Last change on this file since 2010 was 2010, checked in by landauf, 16 years ago

renamed Level to XMLFile

  • Property svn:eol-style set to native
File size: 7.3 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/XMLFile.h"
39#include "core/CommandExecutor.h"
40#include "core/ConsoleCommand.h"
41#include "core/ConfigValueIncludes.h"
42#include "core/CoreIncludes.h"
43//#include "objects/Backlight.h"
44#include "objects/Tickable.h"
45#include "objects/Radar.h"
46//#include "tools/ParticleInterface.h"
47#include "GraphicsEngine.h"
48#include "Settings.h"
49
50namespace orxonox
51{
52    GSLevel::GSLevel(const std::string& name)
53        : GameState<GSGraphics>(name)
54        , timeFactor_(1.0f)
55        , sceneManager_(0)
56        , keyBinder_(0)
57        , inputState_(0)
58        , radar_(0)
59        , startFile_(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        this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
86
87        // temporary hack
88        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
89
90        // Start the Radar
91        this->radar_ = new Radar();
92
93        // reset game speed to normal
94        timeFactor_ = 1.0f;
95
96        // TODO: insert slomo console command with
97        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
98
99        // keybind console command
100        FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
101        functor1->setObject(this);
102        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "keybind"));
103        FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
104        functor2->setObject(this);
105        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "tkeybind"));
106        // set our console command as callback for the key detector
107        InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
108    }
109
110    void GSLevel::leave()
111    {
112        // this call will delete every BaseObject!
113        // But currently this will call methods of objects that exist no more
114        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
115        // and call a sceneNode method that has already been destroy by the corresponding space ship.
116        //Loader::close();
117
118        delete this->radar_;
119
120        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
121
122        inputState_->setHandler(0);
123        InputManager::getInstance().requestDestroyState("game");
124        delete this->keyBinder_;
125    }
126
127    void GSLevel::ticked(const Clock& time)
128    {
129        // Call the scene objects
130        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
131            it->tick(time.getDeltaTime() * this->timeFactor_);
132    }
133
134    /**
135    @brief
136        Changes the speed of Orxonox
137    */
138    void GSLevel::setTimeFactor(float factor)
139    {
140/*
141        float change = factor / this->timeFactor_;
142*/
143        this->timeFactor_ = factor;
144/*
145        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
146            it->setSpeedFactor(it->getSpeedFactor() * change);
147
148        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
149            it->setTimeFactor(timeFactor_);
150*/
151    }
152
153    void GSLevel::loadLevel()
154    {
155        // call the loader
156        COUT(0) << "Loading level..." << std::endl;
157        startFile_ = new XMLFile(Settings::getDataPath() + "levels/sample2.oxw");
158        Loader::open(startFile_);
159    }
160
161    void GSLevel::unloadLevel()
162    {
163        Loader::unload(startFile_);
164        delete this->startFile_;
165    }
166
167    void GSLevel::keybind(const std::string &command)
168    {
169        this->keybindInternal(command, false);
170    }
171
172    void GSLevel::tkeybind(const std::string &command)
173    {
174        this->keybindInternal(command, true);
175    }
176
177    /**
178    @brief
179        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
180    @param command
181        Command string that can be executed by the CommandExecutor
182        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
183        the key/button/axis that has been activated. This is configured above in enter().
184    */
185    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
186    {
187        static std::string bindingString = "";
188        static bool bTemporarySaved = false;
189        static bool bound = true;
190        // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
191        // Howerver there will be no real issue if it happens anyway.
192        if (command.find(keyDetectorCallbackCode_) != 0)
193        {
194            if (bound)
195            {
196                COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
197                InputManager::getInstance().requestEnterState("detector");
198                bindingString = command;
199                bTemporarySaved = bTemporary;
200                bound = false;
201            }
202            //else:  We're still in a keybind command. ignore this call.
203        }
204        else
205        {
206            if (!bound)
207            {
208                // user has pressed the key
209                std::string name = command.substr(this->keyDetectorCallbackCode_.size());
210                COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
211                this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
212                InputManager::getInstance().requestLeaveState("detector");
213                bound = true;
214            }
215            // else: A key was pressed within the same tick, ignore it.
216        }
217    }
218}
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