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source: orxonox.OLD/branches/gui/src/story_entities/game_menu.cc @ 8691

Last change on this file since 8691 was 8691, checked in by bensch, 18 years ago

orxonox/trunk: now one can enter levels with the GUI, and Images should be shown as Well

File size: 10.3 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18
19#include "game_menu.h"
20
21#include "event_handler.h"
22
23#include "state.h"
24#include "class_list.h"
25
26#include "util/loading/load_param.h"
27#include "util/loading/factory.h"
28#include "util/loading/resource_manager.h"
29
30#include "graphics_engine.h"
31#include "camera.h"
32#include "sound_engine.h"
33
34#include "sound_source.h"
35
36#include "glgui.h"
37#include "menu/glgui_imagebutton.h"
38
39//! This creates a Factory to fabricate a GameMenu
40CREATE_FACTORY(GameMenu, CL_GAME_MENU);
41
42
43
44GameMenu::GameMenu(const TiXmlElement* root)
45    : GameWorld()
46{
47  this->setClassID(CL_GAME_MENU, "GameMenu");
48  this->setName("GameMenu uninitialized");
49
50  this->dataTank = new GameMenuData();
51
52  this->cameraVector = Vector(50.0, 0.0, 0.0);
53
54  if (root != NULL)
55    this->loadParams(root);
56
57  State::setMenuID(this->getNextStoryID());
58}
59
60/**
61*  @brief remove the GameMenu from memory
62*
63*  delete everything explicitly, that isn't contained in the parenting tree!
64*  things contained in the tree are deleted automaticaly
65*/
66GameMenu::~GameMenu ()
67{
68  PRINTF(3)("GameMenu::~GameMenu() - deleting current world\n");
69
70  if( this->dataTank)
71    delete this->dataTank;
72  delete OrxGui::GLGuiHandler::getInstance( );
73}
74
75
76/**
77* @brief loads the parameters of a GameMenu from an XML-element
78* @param root the XML-element to load from
79*/
80void GameMenu::loadParams(const TiXmlElement* root)
81{
82  /* skip the GameWorld, since it does not define any useful loadParams for this class */
83  //static_cast<GameWorld*>(this)->loadParams(root);
84  GameWorld::loadParams(root);
85
86  PRINTF(4)("Loaded GameMenu specific stuff\n");
87}
88
89
90/**
91* @brief this is executed just before load
92*
93* since the load function sometimes needs data, that has been initialized
94* before the load and after the proceeding storyentity has finished
95*/
96ErrorMessage GameMenu::init()
97{
98  /* call underlying init funciton */
99  GameWorld::init();
100
101  this->subscribeEvent(ES_MENU, SDLK_UP);
102  this->subscribeEvent(ES_MENU, SDLK_DOWN);
103  this->subscribeEvent(ES_MENU, SDLK_RETURN);
104  this->subscribeEvent(ES_MENU, SDLK_SPACE);
105  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
106
107  this->dataTank->localCamera->setRelCoor(this->cameraVector);
108
109  GraphicsEngine::getInstance()->displayFPS(false);
110
111  return ErrorMessage();
112}
113
114
115/**
116* @brief load the data
117*/
118ErrorMessage GameMenu::loadData()
119{
120  this->mainMenuBox = NULL;
121
122  this->levelsBox = NULL;
123  this->networkBox = NULL;
124
125  this->optionsBox = NULL;
126  this->generalBox = NULL;
127  this->audioBox = NULL;
128  this->videoBox = NULL;
129  this->controlBox = NULL;
130  this->levelsBox = NULL;
131
132  this->currentlyOpened = NULL;
133
134  return GameWorld::loadData();
135}
136
137
138void GameMenu::showMainMenu()
139{
140  if (mainMenuBox == NULL)
141  {
142    this->mainMenuBox = new OrxGui::GLGuiBox();
143    {
144      OrxGui::GLGuiButton* startButton = new OrxGui::GLGuiPushButton("Play");
145      startButton->connect(SIGNAL(startButton, released), this, SLOT(GameMenu, showCampaigns));
146      this->mainMenuBox->pack(startButton);
147
148      OrxGui::GLGuiButton* networkButton = new OrxGui::GLGuiPushButton("MultiPlayer");
149      networkButton->connect(SIGNAL(networkButton, released), this, SLOT(GameMenu, showMultiPlayer));
150      this->mainMenuBox->pack(networkButton);
151
152      OrxGui::GLGuiButton* optionsButton = new OrxGui::GLGuiPushButton("Options");
153      optionsButton->connect(SIGNAL(optionsButton, released), this, SLOT(GameMenu, showOptionsMenu));
154      this->mainMenuBox->pack(optionsButton);
155
156
157      OrxGui::GLGuiButton* quitButton = new OrxGui::GLGuiPushButton("Quit");
158      this->mainMenuBox->pack(quitButton);
159      quitButton->connect(SIGNAL(quitButton, released), this, SLOT(GameMenu, quitMenu));
160    }
161  }
162  this->mainMenuBox->showAll();
163
164  this->mainMenuBox->setRelCoor2D(200, 100);
165}
166
167
168void GameMenu::showCampaigns()
169{
170  if (this->levelsBox == NULL)
171  {
172    this->levelsBox = new OrxGui::GLGuiBox();
173    {
174      const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
175      std::list<BaseObject*>::const_iterator it;
176      for( it = storyEntities->begin(); it != storyEntities->end(); it++)
177      {
178        StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
179        if( se->isContainedInMenu())
180        {
181          OrxGui::GLGuiImage* image = new OrxGui::GLGuiImage();
182          image->show();
183          image->setWidgetSize( 100, 100);
184
185          printf("%s\n", se->getMenuScreenshoot().c_str());
186          OrxGui::GLGuiImageButton* button = new OrxGui::GLGuiImageButton(se->getName(), se->getStoryID(), se->getMenuScreenshoot(), image);
187          button->connect(SIGNAL(button, startLevel), this, SLOT(GameMenu, startLevel));
188          levelsBox->pack(button);
189
190          // generating screenshoot item
191          /*
192          ImageEntity* ie = new ImageEntity();
193          ie->setVisibility(false);
194          ie->setBindNode((const PNode*)NULL);
195          ie->setTexture(se->getMenuScreenshoot());
196          ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
197          ie->setSize2D(140.0f, 105.0f);
198          this->menuLayers[1].screenshootList.push_back(ie);
199          */
200        }
201      }
202    }
203  }
204
205  this->showSecondLevelElement(this->levelsBox);
206
207}
208
209void GameMenu::showMultiPlayer()
210{}
211
212void GameMenu::showOptionsMenu()
213{
214  if (this->optionsBox == NULL)
215  {
216    this->optionsBox = new OrxGui::GLGuiBox();
217    {
218      OrxGui::GLGuiButton* generalButton = new OrxGui::GLGuiPushButton("General");
219      optionsBox->pack(generalButton);
220
221      OrxGui::GLGuiButton* audioButton = new OrxGui::GLGuiPushButton("Audio");
222      optionsBox->pack(audioButton);
223
224      OrxGui::GLGuiButton* videoButton = new OrxGui::GLGuiPushButton("Video");
225      optionsBox->pack(videoButton);
226
227      OrxGui::GLGuiButton* controlButton = new OrxGui::GLGuiPushButton("Control");
228      optionsBox->pack(controlButton);
229
230
231      //      for (unsigned int i = 0; i <
232      //OrxGui::GLGuiButton*
233
234    }
235  }
236
237  this->showSecondLevelElement(this->optionsBox);
238}
239
240
241void GameMenu::showSecondLevelElement(OrxGui::GLGuiBox* element)
242{
243  if (this->currentlyOpened != NULL && this->currentlyOpened != element)
244    this->currentlyOpened->hideAll();
245
246  element->showAll();
247  element->setRelCoor2D(200, 100);
248
249  this->currentlyOpened = element;
250
251  this->mainMenuBox->setRelCoorSoft2D(50, 100, 5);
252}
253
254
255
256
257
258void GameMenu::startLevel(int levelID)
259{
260  this->setNextStoryID( levelID);
261  this->stop();
262}
263
264/**
265* @brief set the Sound to play when switching menu entry.
266* @param selectorSound the sound to load.
267*/
268void GameMenu::setSelectorSound(const std::string& selectorSound)
269{
270  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
271}
272
273ErrorMessage GameMenu::unloadData()
274{
275  this->unsubscribeEvents(ES_MENU);
276
277  return GameWorld::unloadData();
278}
279
280
281/**
282* @brief start the menu
283*/
284bool GameMenu::start()
285{
286  EventHandler::getInstance()->pushState(ES_MENU);
287
288  this->showMainMenu();
289  OrxGui::GLGuiHandler::getInstance()->activateCursor();
290  OrxGui::GLGuiHandler::getInstance()->activate();
291  OrxGui::GLGuiHandler::getInstance()->cursor()->loadTextureSequence(ResourceManager::getInstance()->getDataDir() + "/" + "maps/reap_mouse/reap_mouse_##.png", 1, 49);
292
293  /* now call the underlying*/
294  return GameWorld::start();
295}
296
297
298
299/**
300* stop the menu
301*/
302bool GameMenu::stop()
303{
304  EventHandler::getInstance()->popState();
305
306  /* now call the underlying*/
307  return GameWorld::stop();
308}
309
310
311/**
312*  override the standard tick for more functionality
313*/
314void GameMenu::tick()
315{
316  GameWorld::tick();
317
318  // Make the GLGui tick.
319  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
320
321  this->animateScene(this->dtS);
322}
323
324
325/**
326* @brief no collision detection in the menu
327*/
328void GameMenu::collide()
329{
330  //   this->dataTank->localCamera->
331}
332
333
334/**
335* @brief animate the scene
336*/
337void GameMenu::animateScene(float dt)
338{
339  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
340  this->cameraVector = q.apply(this->cameraVector);
341  this->dataTank->localCamera->setRelCoor(this->cameraVector);
342  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
343}
344
345void GameMenu::quitMenu()
346{
347  this->setNextStoryID(WORLD_ID_GAMEEND);
348  this->stop();
349}
350
351
352/**
353* @brief event dispatcher funciton
354* @param event the incoming event
355*/
356void GameMenu::process(const Event &event)
357{
358  if( event.type == SDLK_ESCAPE && event.bPressed == true)
359  {
360    this->setNextStoryID(WORLD_ID_GAMEEND);
361    this->stop();
362  }
363
364}
365
366
367
368/**********************************************************************************************
369GameMenuData
370**********************************************************************************************/
371
372
373/**
374* GameMenuData constructor
375*/
376GameMenuData::GameMenuData()
377{}
378
379/**
380* GameMenuData decontructor
381*/
382GameMenuData::~GameMenuData()
383{}
384
385
386/**
387*  initialize the GameWorldDataData
388*/
389ErrorMessage GameMenuData::init()
390{
391  /* call underlying function */
392  return GameWorldData::init();
393}
394
395
396/**
397*  loads the GUI data
398* @param root reference to the xml root element
399*/
400ErrorMessage GameMenuData::loadGUI(const TiXmlElement* root)
401{
402  /* call underlying function */
403  return GameWorldData::loadGUI(root);
404}
405
406
407/**
408*  unloads the GUI data
409*/
410ErrorMessage GameMenuData::unloadGUI()
411{
412  /* call underlying function */
413  return GameWorldData::unloadGUI();
414}
415
416
417/**
418*  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
419* @param root reference to the xml root parameter
420*/
421ErrorMessage GameMenuData::loadWorldEntities(const TiXmlElement* root)
422{
423  return GameWorldData::loadWorldEntities(root);
424}
425
426
427/**
428*  unloads the world entities from the xml file
429*/
430ErrorMessage GameMenuData::unloadWorldEntities()
431{
432  /* call underlying function */
433  return GameWorldData::unloadWorldEntities();
434}
435
436
437/**
438*  loads the scene data
439* @param root reference to the xml root element
440*/
441ErrorMessage GameMenuData::loadScene(const TiXmlElement* root)
442{
443  /* call underlying function */
444  return GameWorldData::loadScene(root);
445}
446
447
448/**
449*  unloads the scene data
450*/
451ErrorMessage GameMenuData::unloadScene()
452{
453  /* call underlying function */
454  return GameWorldData::unloadScene();
455}
456
457
458
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