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source: orxonox.OLD/branches/gui/src/story_entities/simple_game_menu.cc @ 7880

Last change on this file since 7880 was 7880, checked in by bensch, 18 years ago

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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
[7880]69  OrxGui::GLGuiHandler::getInstance()->activateCursor();
[7876]70
[7221]71  if (root != NULL)
72    this->loadParams(root);
[6878]73
[7032]74  State::setMenuID(this->getNextStoryID());
[6502]75}
76
77
[6501]78/**
[7221]79 *  @brief remove the SimpleGameMenu from memory
[6502]80 *
81 *  delete everything explicitly, that isn't contained in the parenting tree!
82 *  things contained in the tree are deleted automaticaly
[6501]83 */
[6502]84SimpleGameMenu::~SimpleGameMenu ()
85{
86  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
[7287]87
88  if( this->dataTank)
89    delete this->dataTank;
[6502]90}
[6501]91
[6502]92
93/**
[7221]94 * @brief loads the parameters of a SimpleGameMenu from an XML-element
[6502]95 * @param root the XML-element to load from
[6501]96 */
[6502]97void SimpleGameMenu::loadParams(const TiXmlElement* root)
98{
99  /* skip the GameWorld, since it does not define any useful loadParams for this class */
[6696]100  //static_cast<GameWorld*>(this)->loadParams(root);
101  GameWorld::loadParams(root);
[6501]102
[6502]103  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
104}
[6501]105
[6502]106
[6501]107/**
[7221]108 * @brief this is executed just before load
[6504]109 *
110 * since the load function sometimes needs data, that has been initialized
111 * before the load and after the proceeding storyentity has finished
112 */
113ErrorMessage SimpleGameMenu::init()
114{
115  /* call underlying init funciton */
116  GameWorld::init();
117
[7868]118  this->subscribeEvent(ES_MENU, SDLK_UP);
119  this->subscribeEvent(ES_MENU, SDLK_DOWN);
120  this->subscribeEvent(ES_MENU, SDLK_RETURN);
121  this->subscribeEvent(ES_MENU, SDLK_SPACE);
122  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
[6521]123
124  this->dataTank->localCamera->setRelCoor(this->cameraVector);
[6524]125
126  GraphicsEngine::getInstance()->displayFPS(false);
[6862]127
128  this->layerIndex = 0;
129  this->menuSelectedIndex = 0;
[6504]130}
131
132
[6524]133/**
[7221]134 * @brief load the data
[6524]135 */
[6521]136ErrorMessage SimpleGameMenu::loadData()
[6504]137{
[6521]138  GameWorld::loadData();
[6504]139
[6845]140  if (this->dataXML != NULL)
141  {
[7318]142    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
143
[6845]144    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
145
[7318]146
[6845]147    if( element == NULL)
148    {
149      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
150    }
151    else
152    {
153      element = element->FirstChildElement();
154    // load Players/Objects/Whatever
155      PRINTF(4)("Loading Elements\n");
156      while( element != NULL)
157      {
158        BaseObject* created = Factory::fabricate(element);
159        if( created != NULL )
[6852]160        {
161          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
162          if (!created->isA(CL_ELEMENT_2D))
163            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
164        }
[6851]165        element = element->NextSiblingElement();
[6845]166      }
167      PRINTF(4)("Done loading Elements\n");
168    }
169  }
170
[6520]171  /* get the menu list */
172  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
173  std::list<BaseObject*>::const_iterator entity;
174  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
175  {
176
177    if( !strcmp("Selector_Menu", (*entity)->getName()))
178    {
179      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
[6878]180      this->menuSelector->setBindNode((const PNode*)NULL);
[6520]181    }
[7019]182  }
183
184  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
185  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
186  {
187    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
[6520]188    {
[7019]189      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
[6878]190      this->menuStartGame->setBindNode((const PNode*)NULL);
[6883]191      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]192                                        State::getResY() / 2.0f - 60.0f);
[7019]193      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6835]194
[6520]195    }
196    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
197    {
[7019]198      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
[6878]199      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
[6883]200      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]201                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
[7019]202      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]203    }
204    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
205    {
[7019]206      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
[6878]207      this->menuQuitGame->setBindNode((const PNode*)NULL);
[6883]208      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]209                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
[7019]210      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]211    }
212  }
[6980]213  this->menuSelected->getNullElement()->update2D(0.1f);
[6520]214  this->menuSelectedIndex = 0;
[6991]215  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
[7063]216  this->sliderTo(this->menuSelected, 0.0f);
[6839]217
218
219  // loading the storyentities submenu (singleplayer)
220  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
221  std::list<BaseObject*>::const_iterator it;
222  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
223  {
224    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
225    if( se->isContainedInMenu())
226    {
[6991]227      this->menuLayers[1].storyList.push_back(se);
[6874]228
229      // generating menu item
[7019]230      TextElement* te = new TextElement();
231      te->setVisibility(false);
232      te->setText(se->getName());
[7316]233      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
[7019]234      this->menuLayers[1].menuList.push_back(te);
235
236      // generating screenshoot item
[6841]237      ImageEntity* ie = new ImageEntity();
[6848]238      ie->setVisibility(false);
[6878]239      ie->setBindNode((const PNode*)NULL);
240      ie->setTexture(se->getMenuScreenshoot());
[7316]241      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
[6884]242      ie->setSize2D(140.0f, 105.0f);
[6991]243      this->menuLayers[1].screenshootList.push_back(ie);
[6839]244    }
245  }
[6521]246}
[6520]247
[7318]248/**
249 * @brief set the Sound to play when switching menu entry.
250 * @param selectorSound the sound to load.
251 */
252void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
253{
[7460]254  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
[7318]255}
[6521]256
[6862]257ErrorMessage SimpleGameMenu::unloadData()
258{
[7868]259  this->unsubscribeEvents(ES_MENU);
[6862]260
[6991]261  std::vector<MenuLayer>::iterator mit;
262  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
[6862]263  {
[7019]264    while(!(*mit).menuList.empty())
265    {
266      delete (*mit).menuList.back();
267      (*mit).menuList.pop_back();
268    }
269
270    (*mit).menuList.clear();
271    (*mit).storyList.clear();
[6991]272    (*mit).screenshootList.clear();
[6862]273  }
[7029]274
[7318]275  // delete the SoundSource.
276  if (this->selectorSource != NULL)
277    delete this->selectorSource;
278  this->selectorSource = NULL;
[7029]279
280  GameWorld::unloadData();
[6862]281}
282
283
[6524]284/**
[7221]285 * @brief start the menu
[6524]286 */
[6521]287bool SimpleGameMenu::start()
288{
289  EventHandler::getInstance()->pushState(ES_MENU);
290
[6504]291  /* now call the underlying*/
292  GameWorld::start();
293}
294
295
296
[6524]297/**
298 * stop the menu
299 */
[6504]300bool SimpleGameMenu::stop()
301{
302  EventHandler::getInstance()->popState();
303
304  /* now call the underlying*/
305  GameWorld::stop();
306}
307
308
[6521]309/**
310 *  override the standard tick for more functionality
311 */
312void SimpleGameMenu::tick()
313{
314  GameWorld::tick();
[6504]315
[7880]316  // Make the GLGui tick.
317  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
318
[7131]319  this->animateScene(this->dtS);
[6521]320}
321
322
[6504]323/**
[7370]324 * @brief no collision detection in the menu
[6501]325 */
[6502]326void SimpleGameMenu::collide()
[6521]327{
328//   this->dataTank->localCamera->
329}
[6501]330
331
[6504]332/**
[7370]333 * @brief animate the scene
[6521]334 */
335void SimpleGameMenu::animateScene(float dt)
336{
[7131]337  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
[6521]338  this->cameraVector = q.apply(this->cameraVector);
339  this->dataTank->localCamera->setRelCoor(this->cameraVector);
340  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
341}
342
343
344/**
[7370]345 * @brief event dispatcher funciton
[6504]346 * @param event the incoming event
347 */
348void SimpleGameMenu::process(const Event &event)
349{
[6839]350  /* ----------------- LAYER 1 ---------------*/
[6837]351  if( this->layerIndex == 0)
[6504]352  {
[6837]353    if( event.type == SDLK_RETURN && event.bPressed == true)
[6520]354    {
[6837]355      if( this->menuSelected == this->menuQuitGame)
356      {
357        this->setNextStoryID(WORLD_ID_GAMEEND);
358        this->stop();
359      }
360      if( this->menuSelected == this->menuStartGame)
361      {
362        // switch to first submenu
[6991]363        if( this->menuLayers[1].menuList.size() == 0)
[6837]364        {
[6839]365          PRINTF(1)("Haven't got any StoryEntities to play!\n");
[6837]366          return;
367        }
368
369        this->switchMenuLayer(this->layerIndex, 1);
370      }
[6520]371    }
[6854]372    if( event.type == SDLK_ESCAPE && event.bPressed == true)
373    {
374      this->setNextStoryID(WORLD_ID_GAMEEND);
375      this->stop();
376    }
[6839]377  }  /* ----------------- LAYER 2 ---------------*/
[6837]378  else if( this->layerIndex == 1)
[6520]379  {
[6848]380    if( event.type == SDLK_RETURN && event.bPressed == true)
381    {
[6991]382      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
[6848]383      this->stop();
384    }
[6854]385    if( event.type == SDLK_ESCAPE && event.bPressed == true)
386    {
387      this->switchMenuLayer(this->layerIndex, 0);
388    }
[6520]389  }
[6853]390
391
392
393  // The menu selction cursor
394  if( event.type == SDLK_DOWN && event.bPressed == true)
395  {
[6991]396    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
[6853]397    {
[6991]398      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
[7063]399      this->sliderTo(this->menuSelected, 5.0f);
[7318]400      if (this->selectorSource != NULL)
401        this->selectorSource->play();
[6883]402
403      if( this->layerIndex == 1)
404      {
[6991]405        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
406        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
[6883]407      }
[6853]408    }
409  }
410  else if( event.type == SDLK_UP && event.bPressed == true)
411  {
412    if(this->menuSelectedIndex > 0)
413    {
[6991]414      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
[7063]415      this->sliderTo(this->menuSelected, 5.0f);
[7318]416      if (this->selectorSource != NULL)
417        this->selectorSource->play();
[6883]418
419      if( this->layerIndex == 1)
420      {
[6991]421        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
422        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
[6883]423      }
[6853]424    }
425  }
[6504]426}
[6502]427
428
[6837]429/**
[7317]430 * @brief switches to from one meny layer to an other
[6837]431 * @param layer1 from layer
432 * @param layer2 to layer
433 */
434void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
435{
436  // wrong sizes
[6991]437  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
[6837]438    return;
[6502]439
440
[6837]441  PRINTF(0)("Removing layer %i\n", layer1);
[7019]442  std::vector<TextElement*>::iterator te;
[6837]443  // fade old menu
[7019]444  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
[6837]445  {
[7019]446    (*te)->setVisibility(false);
[6837]447  }
[7019]448
449  std::vector<ImageEntity*>::iterator it;
450
[6878]451  //also fade the screenshots if in level choosement mode
[6991]452  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
[6878]453  {
454    (*it)->setVisibility(false);
455  }
[6502]456
457
[6837]458  PRINTF(0)("Showing layer %i\n", layer1);
459  // beam here the new menu
[7019]460  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
[6848]461  {
[7019]462    (*te)->setVisibility(true);
[6848]463  }
[6837]464
[6878]465
[6837]466  this->layerIndex = layer2;
[6991]467  this->menuSelected = this->menuLayers[layer2].menuList[0];
[7765]468  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
469  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
[6855]470  this->menuSelectedIndex = 0;
[6883]471
472  if( layer2 == 1)
[6991]473    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
[6837]474}
475
[7063]476void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
477{
478  if (bias > 0.0)
479  {
[7316]480    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
[7764]481    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
[7063]482  }
483  else
484  {
[7316]485    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
[7764]486    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
[7063]487  }
488}
[6837]489
490
491
[6502]492/**********************************************************************************************
493    SimpleGameMenuData
494 **********************************************************************************************/
495
496
[6501]497/**
[6502]498 * SimpleGameMenuData constructor
[6501]499 */
[6502]500SimpleGameMenuData::SimpleGameMenuData()
[6501]501{}
502
503/**
[6502]504 * SimpleGameMenuData decontructor
[6501]505 */
[6502]506SimpleGameMenuData::~SimpleGameMenuData()
[6501]507{}
508
509
510/**
[6502]511 *  initialize the GameWorldDataData
[6501]512 */
[6502]513ErrorMessage SimpleGameMenuData::init()
514{
515  /* call underlying function */
516  GameWorldData::init();
517}
[6501]518
519
520/**
[6502]521 *  loads the GUI data
522 * @param root reference to the xml root element
[6501]523 */
[7370]524ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
[6502]525{
526  /* call underlying function */
527  GameWorldData::loadGUI(root);
528}
[6501]529
530
531/**
[6502]532 *  unloads the GUI data
[6501]533 */
[6502]534ErrorMessage SimpleGameMenuData::unloadGUI()
535{
536  /* call underlying function */
537  GameWorldData::unloadGUI();
538}
539
540
541/**
542 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
543 * @param root reference to the xml root parameter
544 */
[7370]545ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
[6502]546{
[7370]547  GameWorldData::loadWorldEntities(root);
548  /*
549  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
[6502]550
551  if( element != NULL)
552  {
553    element = element->FirstChildElement();
554    PRINTF(4)("Loading WorldEntities\n");
[7370]555    while(element != NULL)
[6502]556    {
557      BaseObject* created = Factory::fabricate(element);
558      if( created != NULL )
559        printf("Created a %s: %s\n", created->getClassName(), created->getName());
560
[7370]561      if( element->Value() == "SkyBox")
[6502]562        this->sky = dynamic_cast<WorldEntity*>(created);
[7370]563      if( element->Value() == "Terrain")
[6502]564        this->terrain = dynamic_cast<Terrain*>(created);
565      element = element->NextSiblingElement();
566    }
[7370]567
[6502]568    PRINTF(4)("Done loading WorldEntities\n");
569  }
570
[7370]571  // init the pnode tree
[6502]572  PNode::getNullParent()->init();
[7370]573  */
[6502]574}
575
576
577/**
578 *  unloads the world entities from the xml file
579 */
580ErrorMessage SimpleGameMenuData::unloadWorldEntities()
581{
582  /* call underlying function */
583  GameWorldData::unloadWorldEntities();
584}
585
586
587/**
588 *  loads the scene data
589 * @param root reference to the xml root element
590 */
[7370]591ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
[6502]592{
593  /* call underlying function */
594  GameWorldData::loadScene(root);
595}
596
597
598/**
599 *  unloads the scene data
600 */
601ErrorMessage SimpleGameMenuData::unloadScene()
602{
603  /* call underlying function */
604  GameWorldData::unloadScene();
605}
606
607
608
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