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source: code/trunk/src/libraries/core/Game.cc @ 8858

Last change on this file since 8858 was 8858, checked in by landauf, 9 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 25.0 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    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <boost/weak_ptr.hpp>
39#include <loki/ScopeGuard.h>
40
41#include "util/Clock.h"
42#include "util/Output.h"
43#include "util/Exception.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "Core.h"
48#include "CoreIncludes.h"
49#include "ConfigValueIncludes.h"
50#include "GameMode.h"
51#include "GameState.h"
52#include "GraphicsManager.h"
53#include "GUIManager.h"
54#include "command/ConsoleCommand.h"
55
56namespace orxonox
57{
58    static void stop_game()
59        { Game::getInstance().stop(); }
60    SetConsoleCommand("exit", &stop_game);
61    static void printFPS()
62        { orxout(message) << Game::getInstance().getAvgFPS() << endl; }
63    SetConsoleCommand("Stats", "printFPS", &printFPS);
64    static void printTickTime()
65        { orxout(message) << Game::getInstance().getAvgTickTime() << endl; }
66    SetConsoleCommand("Stats", "printTickTime", &printTickTime);
67
68    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
69    Game* Game::singletonPtr_s = 0;
70
71    //! Represents one node of the game state tree.
72    struct GameStateTreeNode
73    {
74        std::string name_;
75        weak_ptr<GameStateTreeNode> parent_;
76        std::vector<shared_ptr<GameStateTreeNode> > children_;
77    };
78
79    Game::Game(const std::string& cmdLine)
80        : gameClock_(NULL)
81        , core_(NULL)
82        , bChangingState_(false)
83        , bAbort_(false)
84        , destructionHelper_(this)
85    {
86        orxout(internal_status) << "initializing Game object..." << endl;
87
88#ifdef ORXONOX_PLATFORM_WINDOWS
89        minimumSleepTime_ = 1000/*us*/;
90#else
91        minimumSleepTime_ = 0/*us*/;
92#endif
93
94        // reset statistics
95        this->statisticsStartTime_ = 0;
96        this->statisticsTickTimes_.clear();
97        this->periodTickTime_ = 0;
98        this->periodTime_ = 0;
99        this->avgFPS_ = 0.0f;
100        this->avgTickTime_ = 0.0f;
101        this->excessSleepTime_ = 0;
102
103        // Create an empty root state
104        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
105
106        // Set up a basic clock to keep time
107        this->gameClock_ = new Clock();
108
109        // Create the Core
110        orxout(internal_info) << "creating Core object:" << endl;
111        this->core_ = new Core(cmdLine);
112
113        // Do this after the Core creation!
114        RegisterRootObject(Game);
115        this->setConfigValues();
116
117        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
118        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
119            it != gameStateDeclarations_s.end(); ++it)
120        {
121            if (!it->second.bGraphicsMode)
122                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
123        }
124
125        // The empty root state is ALWAYS loaded!
126        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
127        this->rootStateNode_->name_ = "emptyRootGameState";
128        this->loadedTopStateNode_ = this->rootStateNode_;
129        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
130
131        orxout(internal_status) << "finished initializing Game object" << endl;
132    }
133
134    void Game::destroy()
135    {
136        orxout(internal_status) << "destroying Game object..." << endl;
137
138        // Remove us from the object lists again to avoid problems when destroying them
139        this->unregisterObject();
140
141        assert(loadedStates_.size() <= 1); // Just empty root GameState
142        // Destroy all GameStates (shared_ptrs take care of actual destruction)
143        constructedStates_.clear();
144
145        GameStateFactory::getFactories().clear();
146        safeObjectDelete(&core_);
147        safeObjectDelete(&gameClock_);
148
149        orxout(internal_status) << "finished destroying Game object..." << endl;
150    }
151
152    void Game::setConfigValues()
153    {
154        SetConfigValue(statisticsRefreshCycle_, 250000)
155            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
156        SetConfigValue(statisticsAvgLength_, 1000000)
157            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
158
159        SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50)
160            .description("Sets the desired frame rate (0 for no limit).");
161    }
162
163    /**
164    @brief
165        Main loop of the orxonox game.
166    @note
167        We use the Ogre::Timer to measure time since it uses the most precise
168        method an any platform (however the windows timer lacks time when under
169        heavy kernel load!).
170    */
171    void Game::run()
172    {
173        if (this->requestedStateNodes_.empty())
174            orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl;
175
176        // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop
177        this->updateGameStateStack();
178
179        orxout(user_status) << "Game loaded" << endl;
180        orxout(internal_status) << "--------------------------------------------------" << endl;
181        orxout(internal_status) << "starting main loop..." << endl;
182
183        // START GAME
184        // first delta time should be about 0 seconds
185        this->gameClock_->capture();
186        // A first item is required for the fps limiter
187        StatisticsTickInfo tickInfo = {0, 0};
188        statisticsTickTimes_.push_back(tickInfo);
189        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
190        {
191            // Generate the dt
192            this->gameClock_->capture();
193
194            // Statistics init
195            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
196            statisticsTickTimes_.push_back(tickInfo);
197            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
198
199            // Update the GameState stack if required
200            this->updateGameStateStack();
201
202            // Core preUpdate
203            try
204                { this->core_->preUpdate(*this->gameClock_); }
205            catch (...)
206            {
207                orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl;
208                orxout(user_error) << "This should really never happen! Closing the program." << endl;
209                this->stop();
210                break;
211            }
212
213            // Update the GameStates bottom up in the stack
214            this->updateGameStates();
215
216            // Core postUpdate
217            try
218                { this->core_->postUpdate(*this->gameClock_); }
219            catch (...)
220            {
221                orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl;
222                orxout(user_error) << "This should really never happen! Closing the program." << endl;
223                this->stop();
224                break;
225            }
226
227            // Evaluate statistics
228            this->updateStatistics();
229
230            // Limit frame rate
231            static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
232            if (this->fpsLimit_ > 0 && !hasVSync)
233                this->updateFPSLimiter();
234        }
235
236        orxout(internal_status) << "finished main loop" << endl;
237        orxout(internal_status) << "--------------------------------------------------" << endl;
238
239        // UNLOAD all remaining states
240        while (this->loadedStates_.size() > 1)
241            this->unloadState(this->loadedStates_.back()->getName());
242        this->loadedTopStateNode_ = this->rootStateNode_;
243        this->requestedStateNodes_.clear();
244    }
245
246    void Game::updateGameStateStack()
247    {
248        while (this->requestedStateNodes_.size() > 0)
249        {
250            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
251            assert(this->loadedTopStateNode_);
252            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
253                this->unloadState(loadedTopStateNode_->name_);
254            else // has to be child
255            {
256                try
257                {
258                    this->loadState(requestedStateNode->name_);
259                }
260                catch (...)
261                {
262                    orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl;
263                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
264                    if (this->requestedStateNodes_.size() > 1)
265                        orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl;
266                    this->requestedStateNodes_.clear();
267                    break;
268                }
269            }
270            this->loadedTopStateNode_ = requestedStateNode;
271            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
272        }
273    }
274
275    void Game::updateGameStates()
276    {
277        // Note: The first element is the empty root state, which doesn't need ticking
278        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
279            it != this->loadedStates_.end(); ++it)
280        {
281            try
282            {
283                // Add tick time for most of the states
284                uint64_t timeBeforeTick = 0;
285                if ((*it)->getInfo().bIgnoreTickTime)
286                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
287                (*it)->update(*this->gameClock_);
288                if ((*it)->getInfo().bIgnoreTickTime)
289                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
290            }
291            catch (...)
292            {
293                orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl;
294                orxout(user_error) << "This should really never happen!" << endl;
295                orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl;
296                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
297                while (current->name_ != (*it)->getName() && current)
298                    current = current->parent_.lock();
299                if (current && current->parent_.lock())
300                    this->requestState(current->parent_.lock()->name_);
301                else
302                    this->stop();
303                break;
304            }
305        }
306    }
307
308    void Game::updateStatistics()
309    {
310        // Add the tick time of this frame (rendering time has already been subtracted)
311        uint64_t currentTime = gameClock_->getMicroseconds();
312        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
313        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
314        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
315        if (this->periodTime_ > this->statisticsRefreshCycle_)
316        {
317            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
318            assert(it != this->statisticsTickTimes_.end());
319            int64_t lastTime = currentTime - this->statisticsAvgLength_;
320            if (static_cast<int64_t>(it->tickTime) < lastTime)
321            {
322                do
323                {
324                    assert(this->periodTickTime_ >= it->tickLength);
325                    this->periodTickTime_ -= it->tickLength;
326                    ++it;
327                    assert(it != this->statisticsTickTimes_.end());
328                } while (static_cast<int64_t>(it->tickTime) < lastTime);
329                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
330            }
331
332            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
333            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
334            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
335            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
336
337            this->periodTime_ -= this->statisticsRefreshCycle_;
338        }
339    }
340
341    void Game::updateFPSLimiter()
342    {
343        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
344        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
345        while (currentRealTime < nextTime - minimumSleepTime_)
346        {
347            usleep((unsigned long)(nextTime - currentRealTime));
348            currentRealTime = gameClock_->getRealMicroseconds();
349        }
350        // Integrate excess to avoid steady state error
351        excessSleepTime_ = (int)(currentRealTime - nextTime);
352        // Anti windup
353        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
354            excessSleepTime_ = 50000;
355    }
356
357    void Game::stop()
358    {
359        orxout(user_status) << "Exit" << endl;
360        this->bAbort_ = true;
361    }
362
363    void Game::subtractTickTime(int32_t length)
364    {
365        assert(!this->statisticsTickTimes_.empty());
366        this->statisticsTickTimes_.back().tickLength -= length;
367        this->periodTickTime_ -= length;
368    }
369
370
371    /***** GameState related *****/
372
373    void Game::requestState(const std::string& name)
374    {
375        if (!this->checkState(name))
376        {
377            orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl;
378            return;
379        }
380
381        if (this->bChangingState_)
382        {
383            orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl;
384            return;
385        }
386
387        shared_ptr<GameStateTreeNode> lastRequestedNode;
388        if (this->requestedStateNodes_.empty())
389            lastRequestedNode = this->loadedTopStateNode_;
390        else
391            lastRequestedNode = this->requestedStateNodes_.back();
392        if (name == lastRequestedNode->name_)
393        {
394            orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl;
395            return;
396        }
397
398        // Check children first
399        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
400        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
401        {
402            if (lastRequestedNode->children_[i]->name_ == name)
403            {
404                requestedNodes.push_back(lastRequestedNode->children_[i]);
405                break;
406            }
407        }
408
409        if (requestedNodes.empty())
410        {
411            // Check parent and all its grand parents
412            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
413            while (currentNode != NULL)
414            {
415                if (currentNode->name_ == name)
416                    break;
417                currentNode = currentNode->parent_.lock();
418                requestedNodes.push_back(currentNode);
419            }
420            if (currentNode == NULL)
421                requestedNodes.clear();
422        }
423
424        if (requestedNodes.empty())
425            orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl;
426        else
427            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
428    }
429
430    void Game::requestStates(const std::string& names)
431    {
432        SubString tokens(names, ",;", " ");
433        for (unsigned int i = 0; i < tokens.size(); ++i)
434            this->requestState(tokens[i]);
435    }
436
437    void Game::popState()
438    {
439        shared_ptr<GameStateTreeNode> lastRequestedNode;
440        if (this->requestedStateNodes_.empty())
441            lastRequestedNode = this->loadedTopStateNode_;
442        else
443            lastRequestedNode = this->requestedStateNodes_.back();
444        if (lastRequestedNode != this->rootStateNode_)
445            this->requestState(lastRequestedNode->parent_.lock()->name_);
446        else
447            orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl;
448    }
449
450    shared_ptr<GameState> Game::getState(const std::string& name)
451    {
452        GameStateMap::const_iterator it = constructedStates_.find(name);
453        if (it != constructedStates_.end())
454            return it->second;
455        else
456        {
457            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
458            if (it != gameStateDeclarations_s.end())
459                orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl;
460            else
461                orxout(internal_error) << "Could not find GameState '" << name << "'." << endl;
462            return shared_ptr<GameState>();
463        }
464    }
465
466    void Game::setStateHierarchy(const std::string& str)
467    {
468        // Split string into pieces of the form whitespacesText
469        std::vector<std::pair<std::string, int> > stateStrings;
470        size_t pos = 0;
471        size_t startPos = 0;
472        while (pos < str.size())
473        {
474            int indentation = 0;
475            while (pos < str.size() && str[pos] == ' ')
476                ++indentation, ++pos;
477            startPos = pos;
478            while (pos < str.size() && str[pos] != ' ')
479                ++pos;
480            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
481        }
482        if (stateStrings.empty())
483            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
484        // Add element with large identation to detect the last with just an iterator
485        stateStrings.push_back(std::make_pair(std::string(), -1));
486
487        // Parse elements recursively
488        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
489        parseStates(begin, this->rootStateNode_);
490    }
491
492    /*** Internal ***/
493
494    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
495    {
496        SubString tokens(it->first, ",");
497        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
498
499        for (unsigned int i = 0; i < tokens.size(); ++i)
500        {
501            it = startIt; // Reset iterator to the beginning of the sub tree
502            if (!this->checkState(tokens[i]))
503                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
504            if (tokens[i] == this->rootStateNode_->name_)
505                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
506            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
507            node->name_ = tokens[i];
508            node->parent_ = currentNode;
509            currentNode->children_.push_back(node);
510
511            int currentLevel = it->second;
512            ++it;
513            while (it->second != -1)
514            {
515                if (it->second <= currentLevel)
516                    break;
517                else if (it->second == currentLevel + 1)
518                    parseStates(it, node);
519                else
520                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
521            }
522        }
523    }
524
525    void Game::loadGraphics()
526    {
527        if (!GameMode::showsGraphics())
528        {
529            orxout(user_status) << "Loading graphics" << endl;
530            orxout(internal_info) << "loading graphics in Game" << endl;
531
532            core_->loadGraphics();
533            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
534
535            // Construct all the GameStates that require graphics
536            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
537                it != gameStateDeclarations_s.end(); ++it)
538            {
539                if (it->second.bGraphicsMode)
540                {
541                    // Game state loading failure is serious --> don't catch
542                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
543                    if (!constructedStates_.insert(std::make_pair(
544                        it->second.stateName, gameState)).second)
545                        assert(false); // GameState was already created!
546                }
547            }
548            graphicsUnloader.Dismiss();
549
550            orxout(internal_info) << "finished loading graphics in Game" << endl;
551        }
552    }
553
554    void Game::unloadGraphics()
555    {
556        if (GameMode::showsGraphics())
557        {
558            orxout(user_status) << "Unloading graphics" << endl;
559            orxout(internal_info) << "unloading graphics in Game" << endl;
560
561            // Destroy all the GameStates that require graphics
562            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
563            {
564                if (it->second->getInfo().bGraphicsMode)
565                    constructedStates_.erase(it++);
566                else
567                    ++it;
568            }
569
570            core_->unloadGraphics();
571        }
572    }
573
574    bool Game::checkState(const std::string& name) const
575    {
576        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
577        if (it == gameStateDeclarations_s.end())
578            return false;
579        else
580            return true;
581    }
582
583    void Game::loadState(const std::string& name)
584    {
585        orxout(internal_status) << "loading state '" << name << "'" << endl;
586
587        this->bChangingState_ = true;
588        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard);
589
590        // If state requires graphics, load it
591        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
592        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
593            this->loadGraphics();
594        else
595            graphicsUnloader.Dismiss();
596
597        shared_ptr<GameState> state = this->getState(name);
598        state->activateInternal();
599        if (!this->loadedStates_.empty())
600            this->loadedStates_.back()->activity_.topState = false;
601        this->loadedStates_.push_back(state);
602        state->activity_.topState = true;
603
604        graphicsUnloader.Dismiss();
605    }
606
607    void Game::unloadState(const std::string& name)
608    {
609        orxout(internal_status) << "unloading state '" << name << "'" << endl;
610
611        this->bChangingState_ = true;
612        try
613        {
614            shared_ptr<GameState> state = this->getState(name);
615            state->activity_.topState = false;
616            this->loadedStates_.pop_back();
617            if (!this->loadedStates_.empty())
618                this->loadedStates_.back()->activity_.topState = true;
619            state->deactivateInternal();
620        }
621        catch (...)
622        {
623            orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl;
624            orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl;
625        }
626        // Check if graphics is still required
627        if (!bAbort_)
628        {
629            bool graphicsRequired = false;
630            for (unsigned i = 0; i < loadedStates_.size(); ++i)
631                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
632            if (!graphicsRequired)
633                this->unloadGraphics();
634        }
635        this->bChangingState_ = false;
636    }
637
638    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
639    {
640        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
641        return factories;
642    }
643
644    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
645    {
646        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
647        assert(it != getFactories().end());
648        return it->second->fabricateInternal(info);
649    }
650}
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