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source: code/branches/pickup/src/orxonox/gamestates/GSLevel.cc @ 5935

Last change on this file since 5935 was 5935, checked in by dafrick, 15 years ago

Hopefully merged trunk successfully into pickup branch.

  • Property svn:eol-style set to native
File size: 6.0 KB
RevLine 
[1661]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:
[1662]25 *      Fabian 'x3n' Landau
[2896]26 *      Benjamin Knecht
[1661]27 *
28 */
29
30#include "GSLevel.h"
31
[5695]32#include <OgreCompositorManager.h>
33
[5855]34#include "util/Clock.h"
[1661]35#include "core/input/InputManager.h"
[3327]36#include "core/input/InputState.h"
[5863]37#include "core/input/KeyBinderManager.h"
[1887]38#include "core/ConsoleCommand.h"
[2896]39#include "core/Game.h"
40#include "core/GameMode.h"
[3370]41#include "core/GUIManager.h"
[3196]42#include "core/Loader.h"
43#include "core/XMLFile.h"
44
[2087]45#include "LevelManager.h"
[2662]46#include "PlayerManager.h"
[1661]47
48namespace orxonox
49{
[3370]50    DeclareGameState(GSLevel, "level", false, false);
[1934]51
[3370]52    GSLevel::GSLevel(const GameStateInfo& info)
53        : GameState(info)
[2896]54        , gameInputState_(0)
55        , guiMouseOnlyInputState_(0)
56        , guiKeysOnlyInputState_(0)
[5876]57        , startFile_(0)
[1661]58    {
59    }
60
61    GSLevel::~GSLevel()
62    {
63    }
64
[2896]65    void GSLevel::activate()
[1661]66    {
[2896]67        if (GameMode::showsGraphics())
[2087]68        {
[3327]69            gameInputState_ = InputManager::getInstance().createInputState("game");
[5910]70            gameInputState_->setMouseMode(MouseMode::Exclusive);
[5863]71            gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
72            KeyBinderManager::getInstance().setToDefault();
[1661]73
[3327]74            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
[5910]75            guiMouseOnlyInputState_->setMouseMode(MouseMode::Exclusive);
[2896]76            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
77
[3327]78            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
[2896]79            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
[5876]80
81            CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSLevel::showIngameGUI, this), "showIngameGUI"));
[2087]82        }
[1662]83
[2896]84        if (GameMode::isMaster())
[2087]85        {
86            this->loadLevel();
87        }
[1755]88
[2896]89        if (GameMode::showsGraphics())
[2087]90        {
91            // level is loaded: we can start capturing the input
[3327]92            InputManager::getInstance().enterState("game");
[5820]93           
94            // connect the HumanPlayer to the game
[5850]95            PlayerManager::getInstance().clientConnected(0);
[2087]96        }
[2662]97    }
[2087]98
[2896]99    void GSLevel::showIngameGUI(bool show)
[2662]100    {
[2896]101        if (show)
102        {
[3196]103            GUIManager::getInstance().showGUI("inGameTest");
104            GUIManager::getInstance().executeCode("showCursor()");
[3327]105            InputManager::getInstance().enterState("guiMouseOnly");
[2896]106        }
107        else
108        {
[3196]109            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
110            GUIManager::getInstance().executeCode("hideCursor()");
[3327]111            InputManager::getInstance().leaveState("guiMouseOnly");
[2896]112        }
113    }
114
115    void GSLevel::deactivate()
116    {
[5695]117        if (GameMode::showsGraphics())
118        {
[5832]119            // disconnect the HumanPlayer
[5850]120            PlayerManager::getInstance().clientDisconnected(0);
[5832]121           
[5695]122            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
123            Ogre::CompositorManager::getSingleton().removeAll();
[2896]124
[3327]125            InputManager::getInstance().leaveState("game");
[5820]126        }
[1662]127
[2896]128        if (GameMode::isMaster())
[2087]129            this->unloadLevel();
[1662]130
[2896]131        if (GameMode::showsGraphics())
[2087]132        {
[2896]133            gameInputState_->setHandler(0);
134            guiMouseOnlyInputState_->setHandler(0);
135            guiKeysOnlyInputState_->setHandler(0);
[3327]136            InputManager::getInstance().destroyState("game");
[5818]137            InputManager::getInstance().destroyState("guiKeysOnly");
138            InputManager::getInstance().destroyState("guiMouseOnly");
[2087]139        }
[1661]140    }
141
[2896]142    void GSLevel::update(const Clock& time)
[1661]143    {
[5876]144        // Note: Temporarily moved to GSRoot.
[2087]145        //// Call the scene objects
146        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
147        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]148    }
149
[1670]150    void GSLevel::loadLevel()
151    {
[5922]152        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
153            this->staticObjects_.insert(*it);
154       
[1670]155        // call the loader
156        COUT(0) << "Loading level..." << std::endl;
[5876]157        startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel());
158        Loader::open(startFile_);
[1670]159    }
160
161    void GSLevel::unloadLevel()
162    {
[5876]163        Loader::unload(startFile_);
164        delete startFile_;
[5922]165
166        COUT(3) << "Unloaded level. Remaining objects:" << std::endl;
167        unsigned int i = 0;
168        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
169        {
170            std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it);
171            if (find == this->staticObjects_.end())
172            {
173                COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << ")" << std::endl;
174            }
175        }
176        COUT(3) << i << " objects remaining.";
177        if (i == 0)
178            COUT(3) << " Well done!" << std::endl;
179        else
180            COUT(3) << " Try harder!" << std::endl;
[1670]181    }
[1661]182}
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