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source: orxonox.OLD/branches/gui/src/story_entities/simple_game_menu.cc @ 7876

Last change on this file since 7876 was 7876, checked in by bensch, 18 years ago

fancy mouse-cursor :)

File size: 16.1 KB
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[6501]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 "simple_game_menu.h"
20
[7868]21#include "event_handler.h"
22
[6502]23#include "state.h"
24#include "class_list.h"
25
[7193]26#include "util/loading/load_param.h"
[6502]27#include "fast_factory.h"
[7193]28#include "util/loading/factory.h"
[6502]29
30#include "world_entity.h"
[7016]31#include "elements/image_entity.h"
[6502]32#include "terrain.h"
[6521]33#include "camera.h"
[6502]34
[6524]35#include "graphics_engine.h"
[6841]36#include "object_manager.h"
[7318]37#include "sound_engine.h"
38#include "sound_source.h"
[6504]39
[6502]40#include "cd_engine.h"
41
[7873]42#include "glgui.h"
[6502]43
44//! This creates a Factory to fabricate a SimpleGameMenu
45CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
46
47
48
49SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
[6989]50  : GameWorld()
[6502]51{
52  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
53  this->setName("SimpleGameMenu uninitialized");
54
55  this->dataTank = new SimpleGameMenuData();
56
[6521]57  this->cameraVector = Vector(50.0, 0.0, 0.0);
[6991]58  this->menuLayers.push_back(MenuLayer());
59  this->menuLayers.push_back(MenuLayer());
[6862]60
[6837]61  this->layerIndex = 0;
[6862]62  this->menuSelectedIndex = 0;
[7318]63  this->selectorSource = NULL;
[6521]64
[7873]65  OrxGui::GLGuiPushButton* pb = new OrxGui::GLGuiPushButton("PUSH ME");
66  pb->show();
67  pb->setAbsCoor2D(50, 50);
68
[7876]69  OrxGui::GLGuiCursor* cursor = new OrxGui::GLGuiCursor();
70  cursor->show();
71
[7221]72  if (root != NULL)
73    this->loadParams(root);
[6878]74
[7032]75  State::setMenuID(this->getNextStoryID());
[6502]76}
77
78
[6501]79/**
[7221]80 *  @brief remove the SimpleGameMenu from memory
[6502]81 *
82 *  delete everything explicitly, that isn't contained in the parenting tree!
83 *  things contained in the tree are deleted automaticaly
[6501]84 */
[6502]85SimpleGameMenu::~SimpleGameMenu ()
86{
87  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
[7287]88
89  if( this->dataTank)
90    delete this->dataTank;
[6502]91}
[6501]92
[6502]93
94/**
[7221]95 * @brief loads the parameters of a SimpleGameMenu from an XML-element
[6502]96 * @param root the XML-element to load from
[6501]97 */
[6502]98void SimpleGameMenu::loadParams(const TiXmlElement* root)
99{
100  /* skip the GameWorld, since it does not define any useful loadParams for this class */
[6696]101  //static_cast<GameWorld*>(this)->loadParams(root);
102  GameWorld::loadParams(root);
[6501]103
[6502]104  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
105}
[6501]106
[6502]107
[6501]108/**
[7221]109 * @brief this is executed just before load
[6504]110 *
111 * since the load function sometimes needs data, that has been initialized
112 * before the load and after the proceeding storyentity has finished
113 */
114ErrorMessage SimpleGameMenu::init()
115{
116  /* call underlying init funciton */
117  GameWorld::init();
118
[7868]119  this->subscribeEvent(ES_MENU, SDLK_UP);
120  this->subscribeEvent(ES_MENU, SDLK_DOWN);
121  this->subscribeEvent(ES_MENU, SDLK_RETURN);
122  this->subscribeEvent(ES_MENU, SDLK_SPACE);
123  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
[6521]124
125  this->dataTank->localCamera->setRelCoor(this->cameraVector);
[6524]126
127  GraphicsEngine::getInstance()->displayFPS(false);
[6862]128
129  this->layerIndex = 0;
130  this->menuSelectedIndex = 0;
[6504]131}
132
133
[6524]134/**
[7221]135 * @brief load the data
[6524]136 */
[6521]137ErrorMessage SimpleGameMenu::loadData()
[6504]138{
[6521]139  GameWorld::loadData();
[6504]140
[6845]141  if (this->dataXML != NULL)
142  {
[7318]143    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
144
[6845]145    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
146
[7318]147
[6845]148    if( element == NULL)
149    {
150      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
151    }
152    else
153    {
154      element = element->FirstChildElement();
155    // load Players/Objects/Whatever
156      PRINTF(4)("Loading Elements\n");
157      while( element != NULL)
158      {
159        BaseObject* created = Factory::fabricate(element);
160        if( created != NULL )
[6852]161        {
162          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
163          if (!created->isA(CL_ELEMENT_2D))
164            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
165        }
[6851]166        element = element->NextSiblingElement();
[6845]167      }
168      PRINTF(4)("Done loading Elements\n");
169    }
170  }
171
[6520]172  /* get the menu list */
173  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
174  std::list<BaseObject*>::const_iterator entity;
175  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
176  {
177
178    if( !strcmp("Selector_Menu", (*entity)->getName()))
179    {
180      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
[6878]181      this->menuSelector->setBindNode((const PNode*)NULL);
[6520]182    }
[7019]183  }
184
185  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
186  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
187  {
188    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
[6520]189    {
[7019]190      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
[6878]191      this->menuStartGame->setBindNode((const PNode*)NULL);
[6883]192      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]193                                        State::getResY() / 2.0f - 60.0f);
[7019]194      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6835]195
[6520]196    }
197    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
198    {
[7019]199      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
[6878]200      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
[6883]201      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]202                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
[7019]203      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]204    }
205    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
206    {
[7019]207      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
[6878]208      this->menuQuitGame->setBindNode((const PNode*)NULL);
[6883]209      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]210                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
[7019]211      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]212    }
213  }
[6980]214  this->menuSelected->getNullElement()->update2D(0.1f);
[6520]215  this->menuSelectedIndex = 0;
[6991]216  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
[7063]217  this->sliderTo(this->menuSelected, 0.0f);
[6839]218
219
220  // loading the storyentities submenu (singleplayer)
221  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
222  std::list<BaseObject*>::const_iterator it;
223  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
224  {
225    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
226    if( se->isContainedInMenu())
227    {
[6991]228      this->menuLayers[1].storyList.push_back(se);
[6874]229
230      // generating menu item
[7019]231      TextElement* te = new TextElement();
232      te->setVisibility(false);
233      te->setText(se->getName());
[7316]234      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
[7019]235      this->menuLayers[1].menuList.push_back(te);
236
237      // generating screenshoot item
[6841]238      ImageEntity* ie = new ImageEntity();
[6848]239      ie->setVisibility(false);
[6878]240      ie->setBindNode((const PNode*)NULL);
241      ie->setTexture(se->getMenuScreenshoot());
[7316]242      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
[6884]243      ie->setSize2D(140.0f, 105.0f);
[6991]244      this->menuLayers[1].screenshootList.push_back(ie);
[6839]245    }
246  }
[6521]247}
[6520]248
[7318]249/**
250 * @brief set the Sound to play when switching menu entry.
251 * @param selectorSound the sound to load.
252 */
253void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
254{
[7460]255  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
[7318]256}
[6521]257
[6862]258ErrorMessage SimpleGameMenu::unloadData()
259{
[7868]260  this->unsubscribeEvents(ES_MENU);
[6862]261
[6991]262  std::vector<MenuLayer>::iterator mit;
263  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
[6862]264  {
[7019]265    while(!(*mit).menuList.empty())
266    {
267      delete (*mit).menuList.back();
268      (*mit).menuList.pop_back();
269    }
270
271    (*mit).menuList.clear();
272    (*mit).storyList.clear();
[6991]273    (*mit).screenshootList.clear();
[6862]274  }
[7029]275
[7318]276  // delete the SoundSource.
277  if (this->selectorSource != NULL)
278    delete this->selectorSource;
279  this->selectorSource = NULL;
[7029]280
281  GameWorld::unloadData();
[6862]282}
283
284
[6524]285/**
[7221]286 * @brief start the menu
[6524]287 */
[6521]288bool SimpleGameMenu::start()
289{
290  EventHandler::getInstance()->pushState(ES_MENU);
291
[6504]292  /* now call the underlying*/
293  GameWorld::start();
294}
295
296
297
[6524]298/**
299 * stop the menu
300 */
[6504]301bool SimpleGameMenu::stop()
302{
303  EventHandler::getInstance()->popState();
304
305  /* now call the underlying*/
306  GameWorld::stop();
307}
308
309
[6521]310/**
311 *  override the standard tick for more functionality
312 */
313void SimpleGameMenu::tick()
314{
315  GameWorld::tick();
[6504]316
[7131]317  this->animateScene(this->dtS);
[6521]318}
319
320
[6504]321/**
[7370]322 * @brief no collision detection in the menu
[6501]323 */
[6502]324void SimpleGameMenu::collide()
[6521]325{
326//   this->dataTank->localCamera->
327}
[6501]328
329
[6504]330/**
[7370]331 * @brief animate the scene
[6521]332 */
333void SimpleGameMenu::animateScene(float dt)
334{
[7131]335  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
[6521]336  this->cameraVector = q.apply(this->cameraVector);
337  this->dataTank->localCamera->setRelCoor(this->cameraVector);
338  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
339}
340
341
342/**
[7370]343 * @brief event dispatcher funciton
[6504]344 * @param event the incoming event
345 */
346void SimpleGameMenu::process(const Event &event)
347{
[6839]348  /* ----------------- LAYER 1 ---------------*/
[6837]349  if( this->layerIndex == 0)
[6504]350  {
[6837]351    if( event.type == SDLK_RETURN && event.bPressed == true)
[6520]352    {
[6837]353      if( this->menuSelected == this->menuQuitGame)
354      {
355        this->setNextStoryID(WORLD_ID_GAMEEND);
356        this->stop();
357      }
358      if( this->menuSelected == this->menuStartGame)
359      {
360        // switch to first submenu
[6991]361        if( this->menuLayers[1].menuList.size() == 0)
[6837]362        {
[6839]363          PRINTF(1)("Haven't got any StoryEntities to play!\n");
[6837]364          return;
365        }
366
367        this->switchMenuLayer(this->layerIndex, 1);
368      }
[6520]369    }
[6854]370    if( event.type == SDLK_ESCAPE && event.bPressed == true)
371    {
372      this->setNextStoryID(WORLD_ID_GAMEEND);
373      this->stop();
374    }
[6839]375  }  /* ----------------- LAYER 2 ---------------*/
[6837]376  else if( this->layerIndex == 1)
[6520]377  {
[6848]378    if( event.type == SDLK_RETURN && event.bPressed == true)
379    {
[6991]380      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
[6848]381      this->stop();
382    }
[6854]383    if( event.type == SDLK_ESCAPE && event.bPressed == true)
384    {
385      this->switchMenuLayer(this->layerIndex, 0);
386    }
[6520]387  }
[6853]388
389
390
391  // The menu selction cursor
392  if( event.type == SDLK_DOWN && event.bPressed == true)
393  {
[6991]394    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
[6853]395    {
[6991]396      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
[7063]397      this->sliderTo(this->menuSelected, 5.0f);
[7318]398      if (this->selectorSource != NULL)
399        this->selectorSource->play();
[6883]400
401      if( this->layerIndex == 1)
402      {
[6991]403        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
404        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
[6883]405      }
[6853]406    }
407  }
408  else if( event.type == SDLK_UP && event.bPressed == true)
409  {
410    if(this->menuSelectedIndex > 0)
411    {
[6991]412      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
[7063]413      this->sliderTo(this->menuSelected, 5.0f);
[7318]414      if (this->selectorSource != NULL)
415        this->selectorSource->play();
[6883]416
417      if( this->layerIndex == 1)
418      {
[6991]419        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
420        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
[6883]421      }
[6853]422    }
423  }
[6504]424}
[6502]425
426
[6837]427/**
[7317]428 * @brief switches to from one meny layer to an other
[6837]429 * @param layer1 from layer
430 * @param layer2 to layer
431 */
432void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
433{
434  // wrong sizes
[6991]435  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
[6837]436    return;
[6502]437
438
[6837]439  PRINTF(0)("Removing layer %i\n", layer1);
[7019]440  std::vector<TextElement*>::iterator te;
[6837]441  // fade old menu
[7019]442  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
[6837]443  {
[7019]444    (*te)->setVisibility(false);
[6837]445  }
[7019]446
447  std::vector<ImageEntity*>::iterator it;
448
[6878]449  //also fade the screenshots if in level choosement mode
[6991]450  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
[6878]451  {
452    (*it)->setVisibility(false);
453  }
[6502]454
455
[6837]456  PRINTF(0)("Showing layer %i\n", layer1);
457  // beam here the new menu
[7019]458  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
[6848]459  {
[7019]460    (*te)->setVisibility(true);
[6848]461  }
[6837]462
[6878]463
[6837]464  this->layerIndex = layer2;
[6991]465  this->menuSelected = this->menuLayers[layer2].menuList[0];
[7765]466  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
467  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
[6855]468  this->menuSelectedIndex = 0;
[6883]469
470  if( layer2 == 1)
[6991]471    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
[6837]472}
473
[7063]474void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
475{
476  if (bias > 0.0)
477  {
[7316]478    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
[7764]479    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
[7063]480  }
481  else
482  {
[7316]483    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
[7764]484    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
[7063]485  }
486}
[6837]487
488
489
[6502]490/**********************************************************************************************
491    SimpleGameMenuData
492 **********************************************************************************************/
493
494
[6501]495/**
[6502]496 * SimpleGameMenuData constructor
[6501]497 */
[6502]498SimpleGameMenuData::SimpleGameMenuData()
[6501]499{}
500
501/**
[6502]502 * SimpleGameMenuData decontructor
[6501]503 */
[6502]504SimpleGameMenuData::~SimpleGameMenuData()
[6501]505{}
506
507
508/**
[6502]509 *  initialize the GameWorldDataData
[6501]510 */
[6502]511ErrorMessage SimpleGameMenuData::init()
512{
513  /* call underlying function */
514  GameWorldData::init();
515}
[6501]516
517
518/**
[6502]519 *  loads the GUI data
520 * @param root reference to the xml root element
[6501]521 */
[7370]522ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
[6502]523{
524  /* call underlying function */
525  GameWorldData::loadGUI(root);
526}
[6501]527
528
529/**
[6502]530 *  unloads the GUI data
[6501]531 */
[6502]532ErrorMessage SimpleGameMenuData::unloadGUI()
533{
534  /* call underlying function */
535  GameWorldData::unloadGUI();
536}
537
538
539/**
540 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
541 * @param root reference to the xml root parameter
542 */
[7370]543ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
[6502]544{
[7370]545  GameWorldData::loadWorldEntities(root);
546  /*
547  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
[6502]548
549  if( element != NULL)
550  {
551    element = element->FirstChildElement();
552    PRINTF(4)("Loading WorldEntities\n");
[7370]553    while(element != NULL)
[6502]554    {
555      BaseObject* created = Factory::fabricate(element);
556      if( created != NULL )
557        printf("Created a %s: %s\n", created->getClassName(), created->getName());
558
[7370]559      if( element->Value() == "SkyBox")
[6502]560        this->sky = dynamic_cast<WorldEntity*>(created);
[7370]561      if( element->Value() == "Terrain")
[6502]562        this->terrain = dynamic_cast<Terrain*>(created);
563      element = element->NextSiblingElement();
564    }
[7370]565
[6502]566    PRINTF(4)("Done loading WorldEntities\n");
567  }
568
[7370]569  // init the pnode tree
[6502]570  PNode::getNullParent()->init();
[7370]571  */
[6502]572}
573
574
575/**
576 *  unloads the world entities from the xml file
577 */
578ErrorMessage SimpleGameMenuData::unloadWorldEntities()
579{
580  /* call underlying function */
581  GameWorldData::unloadWorldEntities();
582}
583
584
585/**
586 *  loads the scene data
587 * @param root reference to the xml root element
588 */
[7370]589ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
[6502]590{
591  /* call underlying function */
592  GameWorldData::loadScene(root);
593}
594
595
596/**
597 *  unloads the scene data
598 */
599ErrorMessage SimpleGameMenuData::unloadScene()
600{
601  /* call underlying function */
602  GameWorldData::unloadScene();
603}
604
605
606
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