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source: code/branches/resource/src/orxonox/gamestates/GSMainMenu.cc @ 3346

Last change on this file since 3346 was 3346, checked in by rgrieder, 15 years ago

Moved GraphicsManager and GUIManager to the core. Almost no actual code changes though, just moving (here was that Map-hack I had to move to GSGraphics).

  • Property svn:eol-style set to native
File size: 4.8 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 *      ...
26 *
27 */
28
29#include "GSMainMenu.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/input/InputManager.h"
34#include "core/input/InputState.h"
35#include "core/Game.h"
36#include "core/Clock.h"
37#include "core/ConsoleCommand.h"
38#include "core/GraphicsManager.h"
39#include "core/GUIManager.h"
40#include "objects/Scene.h"
41#include "sound/SoundMainMenu.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSMainMenu, "mainMenu", false, true);
46
47    GSMainMenu::GSMainMenu(const GameStateConstrParams& params)
48        : GameState(params)
49        , inputState_(0)
50    {
51    }
52
53    GSMainMenu::~GSMainMenu()
54    {
55    }
56
57    void GSMainMenu::activate()
58    {
59        inputState_ = InputManager::getInstance().createInputState("mainMenu");
60        inputState_->setHandler(GUIManager::getInstancePtr());
61        inputState_->setJoyStickHandler(&InputHandler::EMPTY);
62
63        // create an empty Scene
64        this->scene_ = new Scene(0);
65        // and a Camera
66        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
67
68        // show main menu
69        GUIManager::getInstance().showGUI("mainmenu_4");
70        GUIManager::getInstance().setCamera(this->camera_);
71        GraphicsManager::getInstance().setCamera(this->camera_);
72
73        {
74            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
75            functor->setObject(this);
76            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
77            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
78        }
79        {
80            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
81            functor->setObject(this);
82            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
83            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
84        }
85        {
86            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
87            functor->setObject(this);
88            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
89            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
90        }
91        {
92            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
93            functor->setObject(this);
94            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
95            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
96        }
97
98        InputManager::getInstance().enterState("mainMenu");
99
100        this->ambient_ = new SoundMainMenu();
101        this->ambient_->play(true);
102    }
103
104    void GSMainMenu::deactivate()
105    {
106        delete this->ambient_;
107
108        InputManager::getInstance().leaveState("mainMenu");
109        InputManager::getInstance().destroyState("mainMenu");
110
111        GUIManager::getInstance().setCamera(0);
112        GraphicsManager::getInstance().setCamera(0);
113        this->scene_->getSceneManager()->destroyCamera(this->camera_);
114        delete this->scene_;
115
116/*
117        if (this->ccStartGame_)
118        {
119            delete this->ccStartGame_;
120            this->ccStartGame_ = 0;
121        }
122*/
123    }
124
125    void GSMainMenu::update(const Clock& time)
126    {
127    }
128
129    void GSMainMenu::startStandalone()
130    {
131        // HACK - HACK
132        Game::getInstance().popState();
133        Game::getInstance().requestStates("standalone, level");
134    }
135
136    void GSMainMenu::startServer()
137    {
138        // HACK - HACK
139        Game::getInstance().popState();
140        Game::getInstance().requestStates("server, level");
141    }
142
143    void GSMainMenu::startClient()
144    {
145        // HACK - HACK
146        Game::getInstance().popState();
147        Game::getInstance().requestStates("client, level");
148    }
149
150    void GSMainMenu::startDedicated()
151    {
152        // HACK - HACK
153        Game::getInstance().popState();
154        Game::getInstance().popState();
155        Game::getInstance().requestStates("dedicated, level");
156    }
157}
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