/* * 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/input/InputManager.h" #include "core/input/SimpleInputState.h" #include "core/Game.h" #include "core/Clock.h" #include "core/ConsoleCommand.h" #include "objects/Scene.h" #include "gui/GUIManager.h" #include "sound/SoundMainMenu.h" #include "GraphicsManager.h" namespace orxonox { AddGameState(GSMainMenu, "mainMenu"); GSMainMenu::GSMainMenu(const std::string& name) : GameState(name) , inputState_(0) { } GSMainMenu::~GSMainMenu() { } void GSMainMenu::activate() { inputState_ = InputManager::getInstance().createInputState("mainMenu"); inputState_->setHandler(GUIManager::getInstancePtr()); inputState_->setJoyStickHandler(&InputManager::EMPTY_HANDLER); // create an empty Scene this->scene_ = new Scene(0); // and a Camera this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera"); // show main menu GUIManager::getInstance().showGUI("mainmenu_2"); GUIManager::getInstance().setCamera(this->camera_); GraphicsManager::getInstance().setCamera(this->camera_); { FunctorMember* functor = createFunctor(&GSMainMenu::startStandalone); functor->setObject(this); this->ccStartStandalone_ = createConsoleCommand(functor, "startGame"); CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_); } { FunctorMember* functor = createFunctor(&GSMainMenu::startServer); functor->setObject(this); this->ccStartServer_ = createConsoleCommand(functor, "startServer"); CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_); } { FunctorMember* functor = createFunctor(&GSMainMenu::startClient); functor->setObject(this); this->ccStartClient_ = createConsoleCommand(functor, "startClient"); CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_); } { FunctorMember* functor = createFunctor(&GSMainMenu::startDedicated); functor->setObject(this); this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated"); CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_); } InputManager::getInstance().requestEnterState("mainMenu"); this->ambient_ = new SoundMainMenu(); this->ambient_->play(true); } void GSMainMenu::deactivate() { delete this->ambient_; InputManager::getInstance().requestLeaveState("mainMenu"); InputManager::getInstance().requestDestroyState("mainMenu"); GUIManager::getInstance().setCamera(0); GraphicsManager::getInstance().setCamera(0); this->scene_->getSceneManager()->destroyCamera(this->camera_); delete this->scene_; /* if (this->ccStartGame_) { delete this->ccStartGame_; this->ccStartGame_ = 0; } */ } void GSMainMenu::update(const Clock& time) { } void GSMainMenu::startStandalone() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("standalone, level"); } void GSMainMenu::startServer() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("server, level"); } void GSMainMenu::startClient() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("client, level"); } void GSMainMenu::startDedicated() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().popState(); Game::getInstance().requestStates("dedicated, level"); } }