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source: code/trunk/src/core/Game.h @ 3036

Last change on this file since 3036 was 3036, checked in by bknecht, 15 years ago

we do now save what level you chose last time and will preselect it for you on restart ;-). Of course you can still use —level or -l to choose your level in the old way.

  • Property svn:eol-style set to native
File size: 3.9 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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39#include <cassert>
40#include <list>
41#include <map>
42#include <vector>
43#include "OrxonoxClass.h"
44
45#define AddGameState(classname, name) \
46    static bool MACRO_CONCATENATE(bGameStateDummy_##classname, __LINE__) = orxonox::Game::addGameState(new classname(name))
47
48// tolua_begin
49namespace orxonox
50{
51    /**
52    @brief
53        Main class responsible for running the game.
54    */
55    class _CoreExport Game
56    // tolua_end
57        : public OrxonoxClass
58    // tolua_begin
59    {
60    //tolua_end
61    public:
62        Game(int argc, char** argv);
63        ~Game();
64        void setConfigValues();
65
66        void setStateHierarchy(const std::string& str);
67        GameState* getState(const std::string& name);
68
69        void run();
70        void stop();
71
72        void requestState(const std::string& name);
73        void requestStates(const std::string& names);
74        void popState();
75
76        const Clock& getGameClock() { return *this->gameClock_; }
77
78        float getAvgTickTime() { return this->avgTickTime_; }
79        float getAvgFPS()      { return this->avgFPS_; }
80
81        void addTickTime(uint32_t length);
82
83        static bool addGameState(GameState* state);
84        static void destroyStates();
85        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; } //tolua_export
86
87        void setLevel(std::string levelName); //tolua_export
88        const std::string& getLevel(); //tolua_export
89
90    private:
91        struct statisticsTickInfo
92        {
93            uint64_t    tickTime;
94            uint32_t    tickLength;
95        };
96
97        Game(Game&); // don't mess with singletons
98
99        void loadState(GameState* state);
100        void unloadState(GameState* state);
101
102        std::vector<GameState*>         activeStates_;
103        GameStateTreeNode*              rootStateNode_;
104        GameStateTreeNode*              activeStateNode_;
105        std::vector<GameStateTreeNode*> requestedStateNodes_;
106        std::vector<GameStateTreeNode*> allStateNodes_;
107
108        Core*                           core_;
109        Clock*                          gameClock_;
110
111        bool                            abort_;
112
113        // variables for time statistics
114        uint64_t                        statisticsStartTime_;
115        std::list<statisticsTickInfo>   statisticsTickTimes_;
116        uint32_t                        periodTime_;
117        uint32_t                        periodTickTime_;
118        float                           avgFPS_;
119        float                           avgTickTime_;
120
121        // config values
122        unsigned int                    statisticsRefreshCycle_;
123        unsigned int                    statisticsAvgLength_;
124        std::string                     levelName_;
125
126        static std::map<std::string, GameState*> allStates_s;
127        static Game* singletonRef_s;        //!< Pointer to the Singleton
128        // tolua_begin
129    };
130}
131//tolua_end
132#endif /* _Game_H__ */
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