| 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 <boost/filesystem.hpp> | 
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| 38 | #include <OgreRenderWindow.h> | 
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| 39 |  | 
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| 40 | #include "util/Convert.h" | 
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| 41 | #include "core/Clock.h" | 
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| 42 | #include "core/CommandExecutor.h" | 
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| 43 | #include "core/ConsoleCommand.h" | 
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| 44 | #include "core/Core.h" | 
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| 45 | #include "core/Game.h" | 
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| 46 | #include "core/GameMode.h" | 
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| 47 | #include "core/input/InputManager.h" | 
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| 48 | #include "core/input/KeyBinder.h" | 
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| 49 | #include "core/input/InputState.h" | 
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| 50 | #include "core/Loader.h" | 
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| 51 | #include "core/XMLFile.h" | 
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| 52 | #include "overlays/console/InGameConsole.h" | 
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| 53 | #include "gui/GUIManager.h" | 
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| 54 | #include "sound/SoundManager.h" | 
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| 55 | #include "GraphicsManager.h" | 
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| 56 |  | 
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| 57 | namespace orxonox | 
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| 58 | { | 
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| 59 |     DeclareGameState(GSGraphics, "graphics", true, true); | 
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| 60 |  | 
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| 61 |     GSGraphics::GSGraphics(const GameStateConstrParams& params) | 
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| 62 |         : GameState(params) | 
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| 63 |         , inputManager_(0) | 
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| 64 |         , console_(0) | 
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| 65 |         , guiManager_(0) | 
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| 66 |         , graphicsManager_(0) | 
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| 67 |         , soundManager_(0) | 
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| 68 |         , masterKeyBinder_(0) | 
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| 69 |         , masterInputState_(0) | 
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| 70 |         , debugOverlay_(0) | 
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| 71 |     { | 
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| 72 |     } | 
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| 73 |  | 
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| 74 |     GSGraphics::~GSGraphics() | 
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| 75 |     { | 
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| 76 |     } | 
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| 77 |  | 
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| 78 |     /** | 
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| 79 |     @brief | 
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| 80 |         This function is called when we enter this game state. | 
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| 81 |  | 
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| 82 |         Since graphics is very important for our game this function does quite a lot: | 
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| 83 |         \li starts graphics manager | 
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| 84 |         \li loads debug overlay | 
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| 85 |         \li manages render window | 
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| 86 |         \li creates input manager | 
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| 87 |         \li loads master key bindings | 
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| 88 |         \li loads the SoundManager | 
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| 89 |         \li loads ingame console | 
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| 90 |         \li loads GUI interface (GUIManager) | 
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| 91 |         \li creates console command to toggle GUI | 
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| 92 |     */ | 
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| 93 |     void GSGraphics::activate() | 
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| 94 |     { | 
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| 95 |         GameMode::setShowsGraphics(true); | 
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| 96 |  | 
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| 97 |         // Load OGRE including the render window | 
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| 98 |         this->graphicsManager_ = new GraphicsManager(); | 
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| 99 |  | 
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| 100 |         // load debug overlay | 
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| 101 |         COUT(3) << "Loading Debug Overlay..." << std::endl; | 
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| 102 |         this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string()); | 
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| 103 |         Loader::open(debugOverlay_); | 
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| 104 |  | 
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| 105 |         // The render window width and height are used to set up the mouse movement. | 
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| 106 |         size_t windowHnd = 0; | 
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| 107 |         Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow(); | 
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| 108 |         renderWindow->getCustomAttribute("WINDOW", &windowHnd); | 
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| 109 |  | 
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| 110 |         // Calls the InputManager which sets up the input devices. | 
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| 111 |         inputManager_ = new InputManager(windowHnd); | 
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| 112 |  | 
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| 113 |         // load master key bindings | 
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| 114 |         masterInputState_ = InputManager::getInstance().createInputState("master", true); | 
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| 115 |         masterKeyBinder_ = new KeyBinder(); | 
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| 116 |         masterKeyBinder_->loadBindings("masterKeybindings.ini"); | 
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| 117 |         masterInputState_->setKeyHandler(masterKeyBinder_); | 
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| 118 |  | 
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| 119 |         // Load the SoundManager | 
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| 120 |         soundManager_ = new SoundManager(); | 
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| 121 |  | 
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| 122 |         // Load the InGameConsole | 
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| 123 |         console_ = new InGameConsole(); | 
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| 124 |         console_->initialise(); | 
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| 125 |  | 
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| 126 |         // load the CEGUI interface | 
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| 127 |         guiManager_ = new GUIManager(); | 
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| 128 |         guiManager_->initialise(renderWindow); | 
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| 129 |  | 
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| 130 |         // add console command to toggle GUI | 
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| 131 |         FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI); | 
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| 132 |         functor->setObject(this); | 
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| 133 |         this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI"); | 
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| 134 |         CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_); | 
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| 135 |  | 
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| 136 |         // enable master input | 
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| 137 |         InputManager::getInstance().enterState("master"); | 
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| 138 |     } | 
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| 139 |  | 
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| 140 |     /** | 
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| 141 |     @brief | 
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| 142 |         This function is called when the game state is left | 
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| 143 |  | 
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| 144 |         Created references, input states and console commands are deleted. | 
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| 145 |     */ | 
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| 146 |     void GSGraphics::deactivate() | 
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| 147 |     { | 
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| 148 | /* | 
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| 149 |         if (this->ccToggleGUI_) | 
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| 150 |         { | 
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| 151 |             delete this->ccToggleGUI_; | 
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| 152 |             this->ccToggleGUI_ = 0; | 
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| 153 |         } | 
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| 154 | */ | 
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| 155 |  | 
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| 156 |         masterInputState_->setHandler(0); | 
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| 157 |         InputManager::getInstance().destroyState("master"); | 
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| 158 |         delete this->masterKeyBinder_; | 
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| 159 |  | 
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| 160 |         delete this->guiManager_; | 
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| 161 |         delete this->console_; | 
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| 162 |  | 
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| 163 |         Loader::unload(this->debugOverlay_); | 
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| 164 |         delete this->debugOverlay_; | 
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| 165 |  | 
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| 166 |         delete this->soundManager_; | 
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| 167 |  | 
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| 168 |         delete this->inputManager_; | 
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| 169 |         this->inputManager_ = 0; | 
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| 170 |  | 
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| 171 |         delete graphicsManager_; | 
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| 172 |  | 
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| 173 |         GameMode::setShowsGraphics(false); | 
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| 174 |     } | 
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| 175 |  | 
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| 176 |     /** | 
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| 177 |     @brief | 
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| 178 |         Toggles the visibility of the current GUI | 
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| 179 |  | 
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| 180 |         This function just executes a Lua function in the main script of the GUI by accessing the GUIManager. | 
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| 181 |         For more details on this function check out the Lua code. | 
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| 182 |     */ | 
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| 183 |     void GSGraphics::toggleGUI() | 
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| 184 |     { | 
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| 185 |         GUIManager::getInstance().executeCode("toggleGUI()"); | 
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| 186 |     } | 
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| 187 |  | 
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| 188 |     /** | 
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| 189 |     @note | 
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| 190 |         A note about the Ogre::FrameListener: Even though we don't use them, | 
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| 191 |         they still get called. However, the delta times are not correct (except | 
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| 192 |         for timeSinceLastFrame, which is the most important). A little research | 
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| 193 |         as shown that there is probably only one FrameListener that doesn't even | 
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| 194 |         need the time. So we shouldn't run into problems. | 
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| 195 |     */ | 
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| 196 |     void GSGraphics::update(const Clock& time) | 
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| 197 |     { | 
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| 198 |         if (this->getActivity().topState) | 
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| 199 |         { | 
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| 200 |             // This state can not 'survive' on its own. | 
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| 201 |             // Load a user interface therefore | 
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| 202 |             Game::getInstance().requestState("mainMenu"); | 
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| 203 |         } | 
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| 204 |  | 
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| 205 |         uint64_t timeBeforeTick = time.getRealMicroseconds(); | 
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| 206 |  | 
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| 207 |         this->inputManager_->update(time); | 
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| 208 |         this->console_->update(time); | 
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| 209 |  | 
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| 210 |         uint64_t timeAfterTick = time.getRealMicroseconds(); | 
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| 211 |  | 
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| 212 |         // Also add our tick time | 
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| 213 |         Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); | 
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| 214 |  | 
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| 215 |         // Process gui events | 
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| 216 |         this->guiManager_->update(time); | 
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| 217 |         // Render | 
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| 218 |         this->graphicsManager_->update(time); | 
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| 219 |     } | 
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| 220 | } | 
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