/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "GSMainMenu.h" #include #include "core/config/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/Game.h" #include "core/GraphicsManager.h" #include "core/GUIManager.h" #include "core/command/ConsoleCommandIncludes.h" #include "core/input/KeyBinderManager.h" #include "network/Client.h" #include "util/StringUtils.h" #include "LevelManager.h" #include "Scene.h" #include "sound/AmbientSound.h" // HACK #include "core/input/InputManager.h" #include "core/input/InputState.h" namespace orxonox { DeclareGameState(GSMainMenu, "mainMenu", false, true); static const std::string __CC_startStandalone_name = "startGame"; static const std::string __CC_startServer_name = "startServer"; static const std::string __CC_startClient_name = "startClient"; static const std::string __CC_startDedicated_name = "startDedicated"; static const std::string __CC_setMainMenuSoundPath_name = "setMMSoundPath"; SetConsoleCommand(__CC_startStandalone_name, &GSMainMenu::startStandalone).defaultValues("").deactivate(); SetConsoleCommand(__CC_startServer_name, &GSMainMenu::startServer ).defaultValues("").deactivate(); SetConsoleCommand(__CC_startClient_name, &GSMainMenu::startClient ).defaultValues("").deactivate(); SetConsoleCommand(__CC_startDedicated_name, &GSMainMenu::startDedicated ).defaultValues("").deactivate(); SetConsoleCommand(__CC_setMainMenuSoundPath_name, &GSMainMenu::setMainMenuSoundPath).hide(); RegisterAbstractClass(GSMainMenu).inheritsFrom(); GSMainMenu::GSMainMenu(const GameStateInfo& info) : GameState(info) { RegisterObject(GSMainMenu); InputManager::getInstance().createInputState("MainMenuHackery", true, true)->setKeyHandler(KeyBinderManager::getInstance().getDefaultAsHandler()); // create an empty Scene this->scene_ = new Scene(nullptr); this->scene_->setSyncMode( 0x0 ); // and a Camera this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera"); if (GameMode::playsSound()) { // Load sound this->ambient_ = new AmbientSound(); } } GSMainMenu::~GSMainMenu() { if (GameMode::playsSound()) this->ambient_->destroy(); InputManager::getInstance().destroyState("MainMenuHackery"); this->scene_->getSceneManager()->destroyCamera(this->camera_); this->scene_->destroy(); } void GSMainMenu::activate() { orxout(user_status) << "Loading main menu" << endl; // show main menu GraphicsManager::getInstance().setCamera(this->camera_); GUIManager::getInstance().showGUI("MainMenu", true); GUIManager::getInstance().setBackgroundImage("MainMenuBackground", "Background"); InputManager::getInstance().enterState("MainMenuHackery"); ModifyConsoleCommand(__CC_startStandalone_name).activate(); ModifyConsoleCommand(__CC_startServer_name ).activate(); ModifyConsoleCommand(__CC_startClient_name ).activate(); ModifyConsoleCommand(__CC_startDedicated_name ).activate(); ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(this); KeyBinderManager::getInstance().setToDefault(); this->setConfigValues(); if (GameMode::playsSound()) { this->ambient_->setLooping(true); this->ambient_->play(); // works without source } } void GSMainMenu::deactivate() { if (GameMode::playsSound()) { this->ambient_->stop(); } InputManager::getInstance().leaveState("MainMenuHackery"); GraphicsManager::getInstance().setCamera(nullptr); GUIManager::getInstance().setBackgroundImage(""); GUIManager::hideGUI("MainMenu"); ModifyConsoleCommand(__CC_startStandalone_name).deactivate(); ModifyConsoleCommand(__CC_startServer_name ).deactivate(); ModifyConsoleCommand(__CC_startClient_name ).deactivate(); ModifyConsoleCommand(__CC_startDedicated_name ).deactivate(); ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(nullptr); } void GSMainMenu::update(const Clock& time) { } void GSMainMenu::setConfigValues() { SetConfigValue(soundPathMain_, "mainmenu.ogg") .description("Contains the path to the main menu sound file.") .callback(this, &GSMainMenu::reloadSound); } void GSMainMenu::reloadSound() { if (GameMode::playsSound()) { this->ambient_->setAmbientSource(soundPathMain_); } } const std::string& GSMainMenu::getMainMenuSoundPath() { return soundPathMain_; } void GSMainMenu::setMainMenuSoundPath(const std::string& path) { ModifyConfigValue(soundPathMain_, set, path); } /** @brief Start a level in standalone mode. @param level The filename of the level to be started. If empty, the default level is started. */ void GSMainMenu::startStandalone(const std::string& level) { if(level != "") LevelManager::getInstance().setDefaultLevel(level); // HACK Game::getInstance().popState(); Game::getInstance().requestStates("standalone, level"); } /** @brief Start a level in server mode. @param level The filename of the level to be started. If empty, the default level is started. */ void GSMainMenu::startServer(const std::string& level) { if(level != "") LevelManager::getInstance().setDefaultLevel(level); // HACK Game::getInstance().popState(); Game::getInstance().requestStates("server, level"); } /** @brief Connect to a game as client. @param destination The destination to connect to. If empty, the client connects to the default destination. */ void GSMainMenu::startClient(const std::string& destination) { if(destination != "") Client::getInstance()->setDestination(destination, NETWORK_PORT); // HACK Game::getInstance().popState(); Game::getInstance().requestStates("client, level"); } /** @brief Start a level in dedicated mode. @param level The filename of the level to be started. If empty, the default level is started. */ void GSMainMenu::startDedicated(const std::string& level) { if(level != "") LevelManager::getInstance().setDefaultLevel(level); // HACK Game::getInstance().popState(); Game::getInstance().popState(); Game::getInstance().requestStates("server, level"); } }