/* * 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: * ... * */ #ifndef _GSMainMenu_H__ #define _GSMainMenu_H__ #include "OrxonoxPrereqs.h" #include "util/OgreForwardRefs.h" #include "core/GameState.h" #include "core/OrxonoxClass.h" namespace orxonox { class _OrxonoxExport GSMainMenu : public GameState, public OrxonoxClass { public: GSMainMenu(const GameStateInfo& info); ~GSMainMenu(); void activate(); void deactivate(); void update(const Clock& time); void setConfigValues(); void reloadSound(); const std::string& getMainMenuSoundPath(); void setMainMenuSoundPath(const std::string& path); static void startStandalone(); static void startServer(); static void startClient(); static void startDedicated(); static void startMainMenu(); static void startIOConsole(); private: InputState* inputState_; Scene* scene_; Ogre::Camera* camera_; // ambient sound for the main menu AmbientSound* ambient_; std::string soundPathMain_; }; } #endif /* _GSMainMenu_H__ */