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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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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
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 "fast_factory.h"
28#include "util/loading/factory.h"
29
30#include "world_entity.h"
31#include "elements/image_entity.h"
32#include "terrain.h"
33#include "camera.h"
34
35#include "graphics_engine.h"
36#include "object_manager.h"
37#include "sound_engine.h"
38#include "sound_source.h"
39
40#include "cd_engine.h"
41
42#include "glgui.h"
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)
50  : GameWorld()
51{
52  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
53  this->setName("SimpleGameMenu uninitialized");
54
55  this->dataTank = new SimpleGameMenuData();
56
57  this->cameraVector = Vector(50.0, 0.0, 0.0);
58  this->menuLayers.push_back(MenuLayer());
59  this->menuLayers.push_back(MenuLayer());
60
61  this->layerIndex = 0;
62  this->menuSelectedIndex = 0;
63  this->selectorSource = NULL;
64
65  OrxGui::GLGuiPushButton* pb = new OrxGui::GLGuiPushButton("PUSH ME");
66  pb->show();
67  pb->setAbsCoor2D(50, 50);
68
69  OrxGui::GLGuiCursor* cursor = new OrxGui::GLGuiCursor();
70  cursor->show();
71
72  if (root != NULL)
73    this->loadParams(root);
74
75  State::setMenuID(this->getNextStoryID());
76}
77
78
79/**
80 *  @brief remove the SimpleGameMenu from memory
81 *
82 *  delete everything explicitly, that isn't contained in the parenting tree!
83 *  things contained in the tree are deleted automaticaly
84 */
85SimpleGameMenu::~SimpleGameMenu ()
86{
87  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
88
89  if( this->dataTank)
90    delete this->dataTank;
91}
92
93
94/**
95 * @brief loads the parameters of a SimpleGameMenu from an XML-element
96 * @param root the XML-element to load from
97 */
98void SimpleGameMenu::loadParams(const TiXmlElement* root)
99{
100  /* skip the GameWorld, since it does not define any useful loadParams for this class */
101  //static_cast<GameWorld*>(this)->loadParams(root);
102  GameWorld::loadParams(root);
103
104  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
105}
106
107
108/**
109 * @brief this is executed just before load
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
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);
124
125  this->dataTank->localCamera->setRelCoor(this->cameraVector);
126
127  GraphicsEngine::getInstance()->displayFPS(false);
128
129  this->layerIndex = 0;
130  this->menuSelectedIndex = 0;
131}
132
133
134/**
135 * @brief load the data
136 */
137ErrorMessage SimpleGameMenu::loadData()
138{
139  GameWorld::loadData();
140
141  if (this->dataXML != NULL)
142  {
143    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
144
145    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
146
147
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 )
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        }
166        element = element->NextSiblingElement();
167      }
168      PRINTF(4)("Done loading Elements\n");
169    }
170  }
171
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);
181      this->menuSelector->setBindNode((const PNode*)NULL);
182    }
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()))
189    {
190      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
191      this->menuStartGame->setBindNode((const PNode*)NULL);
192      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
193                                        State::getResY() / 2.0f - 60.0f);
194      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
195
196    }
197    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
198    {
199      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
200      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
201      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
202                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
203      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
204    }
205    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
206    {
207      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
208      this->menuQuitGame->setBindNode((const PNode*)NULL);
209      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
210                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
211      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
212    }
213  }
214  this->menuSelected->getNullElement()->update2D(0.1f);
215  this->menuSelectedIndex = 0;
216  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
217  this->sliderTo(this->menuSelected, 0.0f);
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    {
228      this->menuLayers[1].storyList.push_back(se);
229
230      // generating menu item
231      TextElement* te = new TextElement();
232      te->setVisibility(false);
233      te->setText(se->getName());
234      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
235      this->menuLayers[1].menuList.push_back(te);
236
237      // generating screenshoot item
238      ImageEntity* ie = new ImageEntity();
239      ie->setVisibility(false);
240      ie->setBindNode((const PNode*)NULL);
241      ie->setTexture(se->getMenuScreenshoot());
242      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
243      ie->setSize2D(140.0f, 105.0f);
244      this->menuLayers[1].screenshootList.push_back(ie);
245    }
246  }
247}
248
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{
255  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
256}
257
258ErrorMessage SimpleGameMenu::unloadData()
259{
260  this->unsubscribeEvents(ES_MENU);
261
262  std::vector<MenuLayer>::iterator mit;
263  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
264  {
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();
273    (*mit).screenshootList.clear();
274  }
275
276  // delete the SoundSource.
277  if (this->selectorSource != NULL)
278    delete this->selectorSource;
279  this->selectorSource = NULL;
280
281  GameWorld::unloadData();
282}
283
284
285/**
286 * @brief start the menu
287 */
288bool SimpleGameMenu::start()
289{
290  EventHandler::getInstance()->pushState(ES_MENU);
291
292  /* now call the underlying*/
293  GameWorld::start();
294}
295
296
297
298/**
299 * stop the menu
300 */
301bool SimpleGameMenu::stop()
302{
303  EventHandler::getInstance()->popState();
304
305  /* now call the underlying*/
306  GameWorld::stop();
307}
308
309
310/**
311 *  override the standard tick for more functionality
312 */
313void SimpleGameMenu::tick()
314{
315  GameWorld::tick();
316
317  this->animateScene(this->dtS);
318}
319
320
321/**
322 * @brief no collision detection in the menu
323 */
324void SimpleGameMenu::collide()
325{
326//   this->dataTank->localCamera->
327}
328
329
330/**
331 * @brief animate the scene
332 */
333void SimpleGameMenu::animateScene(float dt)
334{
335  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
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/**
343 * @brief event dispatcher funciton
344 * @param event the incoming event
345 */
346void SimpleGameMenu::process(const Event &event)
347{
348  /* ----------------- LAYER 1 ---------------*/
349  if( this->layerIndex == 0)
350  {
351    if( event.type == SDLK_RETURN && event.bPressed == true)
352    {
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
361        if( this->menuLayers[1].menuList.size() == 0)
362        {
363          PRINTF(1)("Haven't got any StoryEntities to play!\n");
364          return;
365        }
366
367        this->switchMenuLayer(this->layerIndex, 1);
368      }
369    }
370    if( event.type == SDLK_ESCAPE && event.bPressed == true)
371    {
372      this->setNextStoryID(WORLD_ID_GAMEEND);
373      this->stop();
374    }
375  }  /* ----------------- LAYER 2 ---------------*/
376  else if( this->layerIndex == 1)
377  {
378    if( event.type == SDLK_RETURN && event.bPressed == true)
379    {
380      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
381      this->stop();
382    }
383    if( event.type == SDLK_ESCAPE && event.bPressed == true)
384    {
385      this->switchMenuLayer(this->layerIndex, 0);
386    }
387  }
388
389
390
391  // The menu selction cursor
392  if( event.type == SDLK_DOWN && event.bPressed == true)
393  {
394    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
395    {
396      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
397      this->sliderTo(this->menuSelected, 5.0f);
398      if (this->selectorSource != NULL)
399        this->selectorSource->play();
400
401      if( this->layerIndex == 1)
402      {
403        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
404        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
405      }
406    }
407  }
408  else if( event.type == SDLK_UP && event.bPressed == true)
409  {
410    if(this->menuSelectedIndex > 0)
411    {
412      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
413      this->sliderTo(this->menuSelected, 5.0f);
414      if (this->selectorSource != NULL)
415        this->selectorSource->play();
416
417      if( this->layerIndex == 1)
418      {
419        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
420        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
421      }
422    }
423  }
424}
425
426
427/**
428 * @brief switches to from one meny layer to an other
429 * @param layer1 from layer
430 * @param layer2 to layer
431 */
432void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
433{
434  // wrong sizes
435  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
436    return;
437
438
439  PRINTF(0)("Removing layer %i\n", layer1);
440  std::vector<TextElement*>::iterator te;
441  // fade old menu
442  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
443  {
444    (*te)->setVisibility(false);
445  }
446
447  std::vector<ImageEntity*>::iterator it;
448
449  //also fade the screenshots if in level choosement mode
450  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
451  {
452    (*it)->setVisibility(false);
453  }
454
455
456  PRINTF(0)("Showing layer %i\n", layer1);
457  // beam here the new menu
458  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
459  {
460    (*te)->setVisibility(true);
461  }
462
463
464  this->layerIndex = layer2;
465  this->menuSelected = this->menuLayers[layer2].menuList[0];
466  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
467  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
468  this->menuSelectedIndex = 0;
469
470  if( layer2 == 1)
471    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
472}
473
474void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
475{
476  if (bias > 0.0)
477  {
478    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
479    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
480  }
481  else
482  {
483    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
484    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
485  }
486}
487
488
489
490/**********************************************************************************************
491    SimpleGameMenuData
492 **********************************************************************************************/
493
494
495/**
496 * SimpleGameMenuData constructor
497 */
498SimpleGameMenuData::SimpleGameMenuData()
499{}
500
501/**
502 * SimpleGameMenuData decontructor
503 */
504SimpleGameMenuData::~SimpleGameMenuData()
505{}
506
507
508/**
509 *  initialize the GameWorldDataData
510 */
511ErrorMessage SimpleGameMenuData::init()
512{
513  /* call underlying function */
514  GameWorldData::init();
515}
516
517
518/**
519 *  loads the GUI data
520 * @param root reference to the xml root element
521 */
522ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
523{
524  /* call underlying function */
525  GameWorldData::loadGUI(root);
526}
527
528
529/**
530 *  unloads the GUI data
531 */
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 */
543ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
544{
545  GameWorldData::loadWorldEntities(root);
546  /*
547  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
548
549  if( element != NULL)
550  {
551    element = element->FirstChildElement();
552    PRINTF(4)("Loading WorldEntities\n");
553    while(element != NULL)
554    {
555      BaseObject* created = Factory::fabricate(element);
556      if( created != NULL )
557        printf("Created a %s: %s\n", created->getClassName(), created->getName());
558
559      if( element->Value() == "SkyBox")
560        this->sky = dynamic_cast<WorldEntity*>(created);
561      if( element->Value() == "Terrain")
562        this->terrain = dynamic_cast<Terrain*>(created);
563      element = element->NextSiblingElement();
564    }
565
566    PRINTF(4)("Done loading WorldEntities\n");
567  }
568
569  // init the pnode tree
570  PNode::getNullParent()->init();
571  */
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 */
589ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
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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