Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/resource/src/orxonox/gamestates/GSGraphics.cc @ 3343

Last change on this file since 3343 was 3343, checked in by rgrieder, 15 years ago

Expanded Core class by loadGraphics and unloadGraphics which don't do anything at the moment.

  • Property svn:eol-style set to native
File size: 6.6 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 *      Benjamin Knecht
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of Graphics GameState class.
33 */
34
35#include "GSGraphics.h"
36
37#include <boost/filesystem.hpp>
38#include <OgreRenderWindow.h>
39
40#include "util/Convert.h"
41#include "core/Clock.h"
42#include "core/CommandExecutor.h"
43#include "core/ConsoleCommand.h"
44#include "core/Core.h"
45#include "core/Game.h"
46#include "core/GameMode.h"
47#include "core/input/InputManager.h"
48#include "core/input/KeyBinder.h"
49#include "core/input/InputState.h"
50#include "core/Loader.h"
51#include "core/XMLFile.h"
52#include "overlays/console/InGameConsole.h"
53#include "gui/GUIManager.h"
54#include "sound/SoundManager.h"
55#include "GraphicsManager.h"
56
57namespace orxonox
58{
59    DeclareGameState(GSGraphics, "graphics", true, true);
60
61    GSGraphics::GSGraphics(const GameStateConstrParams& params)
62        : GameState(params)
63        , inputManager_(0)
64        , console_(0)
65        , guiManager_(0)
66        , graphicsManager_(0)
67        , soundManager_(0)
68        , masterKeyBinder_(0)
69        , masterInputState_(0)
70        , debugOverlay_(0)
71    {
72    }
73
74    GSGraphics::~GSGraphics()
75    {
76    }
77
78    /**
79    @brief
80        This function is called when we enter this game state.
81
82        Since graphics is very important for our game this function does quite a lot:
83        \li starts graphics manager
84        \li loads debug overlay
85        \li manages render window
86        \li creates input manager
87        \li loads master key bindings
88        \li loads the SoundManager
89        \li loads ingame console
90        \li loads GUI interface (GUIManager)
91        \li creates console command to toggle GUI
92    */
93    void GSGraphics::activate()
94    {
95        // Load OGRE, CEGUI and OIS
96        Core::getInstance().loadGraphics();
97
98        // Load OGRE including the render window
99        this->graphicsManager_ = new GraphicsManager();
100
101        // load debug overlay
102        COUT(3) << "Loading Debug Overlay..." << std::endl;
103        this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string());
104        Loader::open(debugOverlay_);
105
106        // The render window width and height are used to set up the mouse movement.
107        size_t windowHnd = 0;
108        Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow();
109        renderWindow->getCustomAttribute("WINDOW", &windowHnd);
110
111        // Calls the InputManager which sets up the input devices.
112        inputManager_ = new InputManager(windowHnd);
113
114        // load master key bindings
115        masterInputState_ = InputManager::getInstance().createInputState("master", true);
116        masterKeyBinder_ = new KeyBinder();
117        masterKeyBinder_->loadBindings("masterKeybindings.ini");
118        masterInputState_->setKeyHandler(masterKeyBinder_);
119
120        // Load the SoundManager
121        soundManager_ = new SoundManager();
122
123        // Load the InGameConsole
124        console_ = new InGameConsole();
125        console_->initialise();
126
127        // load the CEGUI interface
128        guiManager_ = new GUIManager(renderWindow);
129
130        // add console command to toggle GUI
131        FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI);
132        functor->setObject(this);
133        this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
134        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
135
136        // enable master input
137        InputManager::getInstance().enterState("master");
138    }
139
140    /**
141    @brief
142        This function is called when the game state is left
143
144        Created references, input states and console commands are deleted.
145    */
146    void GSGraphics::deactivate()
147    {
148/*
149        if (this->ccToggleGUI_)
150        {
151            delete this->ccToggleGUI_;
152            this->ccToggleGUI_ = 0;
153        }
154*/
155
156        masterInputState_->setHandler(0);
157        InputManager::getInstance().destroyState("master");
158        delete this->masterKeyBinder_;
159
160        delete this->guiManager_;
161        delete this->console_;
162
163        Loader::unload(this->debugOverlay_);
164        delete this->debugOverlay_;
165
166        delete this->soundManager_;
167
168        delete this->inputManager_;
169        this->inputManager_ = 0;
170
171        delete graphicsManager_;
172
173        // Unload OGRE, CEGUI and OIS
174        Core::getInstance().loadGraphics();
175    }
176
177    /**
178    @brief
179        Toggles the visibility of the current GUI
180
181        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
182        For more details on this function check out the Lua code.
183    */
184    void GSGraphics::toggleGUI()
185    {
186        GUIManager::getInstance().executeCode("toggleGUI()");
187    }
188
189    /**
190    @note
191        A note about the Ogre::FrameListener: Even though we don't use them,
192        they still get called. However, the delta times are not correct (except
193        for timeSinceLastFrame, which is the most important). A little research
194        as shown that there is probably only one FrameListener that doesn't even
195        need the time. So we shouldn't run into problems.
196    */
197    void GSGraphics::update(const Clock& time)
198    {
199        if (this->getActivity().topState)
200        {
201            // This state can not 'survive' on its own.
202            // Load a user interface therefore
203            Game::getInstance().requestState("mainMenu");
204        }
205
206        uint64_t timeBeforeTick = time.getRealMicroseconds();
207
208        this->inputManager_->update(time);
209        this->console_->update(time);
210
211        uint64_t timeAfterTick = time.getRealMicroseconds();
212
213        // Also add our tick time
214        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
215
216        // Process gui events
217        this->guiManager_->update(time);
218        // Render
219        this->graphicsManager_->update(time);
220    }
221}
Note: See TracBrowser for help on using the repository browser.