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source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 1755

Last change on this file since 1755 was 1755, checked in by rgrieder, 16 years ago

merged gui back to trunk.
update the media repository!

  • Property svn:eol-style set to native
File size: 4.8 KB
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[1661]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:
[1662]25 *      Fabian 'x3n' Landau
[1661]26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
[1686]32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
[1661]34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
[1662]37#include "core/Loader.h"
38#include "objects/Backlight.h"
[1694]39#include "objects/Tickable.h"
[1696]40#include "tools/Timer.h"
[1662]41#include "tools/ParticleInterface.h"
[1670]42#include "Settings.h"
[1662]43#include "Radar.h"
44#include "GraphicsEngine.h"
[1661]45
46namespace orxonox
47{
[1670]48    GSLevel::GSLevel(const std::string& name)
[1689]49        : GameState<GSGraphics>(name)
[1674]50        , timeFactor_(1.0f)
[1686]51        , sceneManager_(0)
[1662]52        , keyBinder_(0)
[1670]53        , inputState_(0)
[1662]54        , radar_(0)
55        , startLevel_(0)
56        , hud_(0)
[1661]57    {
58    }
59
60    GSLevel::~GSLevel()
61    {
62    }
63
64    void GSLevel::enter()
65    {
[1670]66        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
[1662]67        keyBinder_ = new KeyBinder();
68        keyBinder_->loadBindings();
[1670]69        inputState_->setHandler(keyBinder_);
[1661]70
[1662]71        // create Ogre SceneManager for the level
[1688]72        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
[1686]73        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
[1688]74
75        // temporary hack
[1686]76        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
[1662]77
78        // Start the Radar
79        this->radar_ = new Radar();
80
81        // Load the HUD
82        COUT(3) << "Orxonox: Loading HUD" << std::endl;
83        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
84        Loader::load(hud_);
[1674]85
86        // reset game speed to normal
87        timeFactor_ = 1.0f;
[1755]88
89        // TODO: insert slomo console command with
90        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
[1661]91    }
92
93    void GSLevel::leave()
94    {
[1662]95        Loader::unload(hud_);
96        delete this->hud_;
97
98        // this call will delete every BaseObject!
99        // But currently this will call methods of objects that exist no more
100        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
101        // and call a sceneNode method that has already been destroy by the corresponding space ship.
102        //Loader::close();
103
104        delete this->radar_;
105
[1688]106        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
[1662]107
[1670]108        inputState_->setHandler(0);
109        InputManager::getInstance().requestDestroyState("game");
[1662]110        delete this->keyBinder_;
[1661]111    }
112
[1674]113    void GSLevel::ticked(const Clock& time)
[1661]114    {
115        // Call those objects that need the real time
[1755]116        for (ObjectList<TickableReal>::iterator it = ObjectList<TickableReal>::begin(); it; ++it)
[1674]117            it->tick(time.getDeltaTime());
[1661]118        // Call the scene objects
[1755]119        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
[1674]120            it->tick(time.getDeltaTime() * this->timeFactor_);
[1696]121
[1755]122        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
[1696]123            it->tick(time);
[1661]124    }
125
126    /**
127    @brief
128        Changes the speed of Orxonox
129    */
[1662]130    void GSLevel::setTimeFactor(float factor)
131    {
[1674]132        float change = factor / this->timeFactor_;
133        this->timeFactor_ = factor;
[1755]134        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
[1662]135            it->setSpeedFactor(it->getSpeedFactor() * change);
[1661]136
[1755]137        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
[1674]138            it->setTimeFactor(timeFactor_);
[1662]139    }
[1670]140
141    void GSLevel::loadLevel()
142    {
143        // call the loader
144        COUT(0) << "Loading level..." << std::endl;
145        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
146        Loader::open(startLevel_);
147    }
148
149    void GSLevel::unloadLevel()
150    {
151        Loader::unload(startLevel_);
152        delete this->startLevel_;
153    }
[1661]154}
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