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source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 7764

Last change on this file since 7764 was 7764, checked in by bensch, 18 years ago

trunk: \n at the beginning won't infinit-loop anymore

File size: 15.9 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
[6502]21#include "state.h"
22#include "class_list.h"
23
[7193]24#include "util/loading/load_param.h"
[6502]25#include "fast_factory.h"
[7193]26#include "util/loading/factory.h"
[6502]27
[6521]28#include "p_node.h"
[6502]29#include "world_entity.h"
[7016]30#include "elements/image_entity.h"
[6502]31#include "terrain.h"
[6521]32#include "camera.h"
[6502]33
[6504]34#include "event_handler.h"
[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
42
[6501]43using namespace std;
44
45
[6502]46//! This creates a Factory to fabricate a SimpleGameMenu
47CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
48
49
50
51SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
[6989]52  : GameWorld()
[6502]53{
54  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
55  this->setName("SimpleGameMenu uninitialized");
56
57  this->dataTank = new SimpleGameMenuData();
58
[6521]59  this->cameraVector = Vector(50.0, 0.0, 0.0);
[6991]60  this->menuLayers.push_back(MenuLayer());
61  this->menuLayers.push_back(MenuLayer());
[6862]62
[6837]63  this->layerIndex = 0;
[6862]64  this->menuSelectedIndex = 0;
[7318]65  this->selectorSource = NULL;
[6521]66
[7221]67  if (root != NULL)
68    this->loadParams(root);
[6878]69
[7032]70  State::setMenuID(this->getNextStoryID());
[6502]71}
72
73
[6501]74/**
[7221]75 *  @brief remove the SimpleGameMenu from memory
[6502]76 *
77 *  delete everything explicitly, that isn't contained in the parenting tree!
78 *  things contained in the tree are deleted automaticaly
[6501]79 */
[6502]80SimpleGameMenu::~SimpleGameMenu ()
81{
82  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
[7287]83
84  if( this->dataTank)
85    delete this->dataTank;
[6502]86}
[6501]87
[6502]88
89/**
[7221]90 * @brief loads the parameters of a SimpleGameMenu from an XML-element
[6502]91 * @param root the XML-element to load from
[6501]92 */
[6502]93void SimpleGameMenu::loadParams(const TiXmlElement* root)
94{
95  /* skip the GameWorld, since it does not define any useful loadParams for this class */
[6696]96  //static_cast<GameWorld*>(this)->loadParams(root);
97  GameWorld::loadParams(root);
[6501]98
[6502]99  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
100}
[6501]101
[6502]102
[6501]103/**
[7221]104 * @brief this is executed just before load
[6504]105 *
106 * since the load function sometimes needs data, that has been initialized
107 * before the load and after the proceeding storyentity has finished
108 */
109ErrorMessage SimpleGameMenu::init()
110{
111  /* call underlying init funciton */
112  GameWorld::init();
113
114  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_UP);
115  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_DOWN);
116  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_RETURN);
117  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_SPACE);
[6854]118  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_ESCAPE);
[6521]119
120  this->dataTank->localCamera->setRelCoor(this->cameraVector);
[6524]121
122  GraphicsEngine::getInstance()->displayFPS(false);
[6862]123
124  this->layerIndex = 0;
125  this->menuSelectedIndex = 0;
[6504]126}
127
128
[6524]129/**
[7221]130 * @brief load the data
[6524]131 */
[6521]132ErrorMessage SimpleGameMenu::loadData()
[6504]133{
[6521]134  GameWorld::loadData();
[6504]135
[6845]136  if (this->dataXML != NULL)
137  {
[7318]138    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
139
[6845]140    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
141
[7318]142
[6845]143    if( element == NULL)
144    {
145      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
146    }
147    else
148    {
149      element = element->FirstChildElement();
150    // load Players/Objects/Whatever
151      PRINTF(4)("Loading Elements\n");
152      while( element != NULL)
153      {
154        BaseObject* created = Factory::fabricate(element);
155        if( created != NULL )
[6852]156        {
157          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
158          if (!created->isA(CL_ELEMENT_2D))
159            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
160        }
[6851]161        element = element->NextSiblingElement();
[6845]162      }
163      PRINTF(4)("Done loading Elements\n");
164    }
165  }
166
[6520]167  /* get the menu list */
168  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
169  std::list<BaseObject*>::const_iterator entity;
170  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
171  {
172
173    if( !strcmp("Selector_Menu", (*entity)->getName()))
174    {
175      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
[6878]176      this->menuSelector->setBindNode((const PNode*)NULL);
[6520]177    }
[7019]178  }
179
180  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
181  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
182  {
183    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
[6520]184    {
[7019]185      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
[6878]186      this->menuStartGame->setBindNode((const PNode*)NULL);
[6883]187      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]188                                        State::getResY() / 2.0f - 60.0f);
[7019]189      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6835]190
[6520]191    }
192    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
193    {
[7019]194      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
[6878]195      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
[6883]196      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]197                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
[7019]198      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]199    }
200    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
201    {
[7019]202      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
[6878]203      this->menuQuitGame->setBindNode((const PNode*)NULL);
[6883]204      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
[7316]205                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
[7019]206      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]207    }
208  }
[6980]209  this->menuSelected->getNullElement()->update2D(0.1f);
[6520]210  this->menuSelectedIndex = 0;
[6991]211  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
[7063]212  this->sliderTo(this->menuSelected, 0.0f);
[6839]213
214
215  // loading the storyentities submenu (singleplayer)
216  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
217  std::list<BaseObject*>::const_iterator it;
218  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
219  {
220    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
221    if( se->isContainedInMenu())
222    {
[6991]223      this->menuLayers[1].storyList.push_back(se);
[6874]224
225      // generating menu item
[7019]226      TextElement* te = new TextElement();
227      te->setVisibility(false);
228      te->setText(se->getName());
[7316]229      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
[7019]230      this->menuLayers[1].menuList.push_back(te);
231
232      // generating screenshoot item
[6841]233      ImageEntity* ie = new ImageEntity();
[6848]234      ie->setVisibility(false);
[6878]235      ie->setBindNode((const PNode*)NULL);
236      ie->setTexture(se->getMenuScreenshoot());
[7316]237      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
[6884]238      ie->setSize2D(140.0f, 105.0f);
[6991]239      this->menuLayers[1].screenshootList.push_back(ie);
[6839]240    }
241  }
[6521]242}
[6520]243
[7318]244/**
245 * @brief set the Sound to play when switching menu entry.
246 * @param selectorSound the sound to load.
247 */
248void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
249{
[7460]250  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
[7318]251}
[6521]252
[6862]253ErrorMessage SimpleGameMenu::unloadData()
254{
255  EventHandler::getInstance()->unsubscribe(this, ES_MENU);
256
[6991]257  std::vector<MenuLayer>::iterator mit;
258  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
[6862]259  {
[7019]260    while(!(*mit).menuList.empty())
261    {
262      delete (*mit).menuList.back();
263      (*mit).menuList.pop_back();
264    }
265
266    (*mit).menuList.clear();
267    (*mit).storyList.clear();
[6991]268    (*mit).screenshootList.clear();
[6862]269  }
[7029]270
[7318]271  // delete the SoundSource.
272  if (this->selectorSource != NULL)
273    delete this->selectorSource;
274  this->selectorSource = NULL;
[7029]275
276  GameWorld::unloadData();
[6862]277}
278
279
[6524]280/**
[7221]281 * @brief start the menu
[6524]282 */
[6521]283bool SimpleGameMenu::start()
284{
285  EventHandler::getInstance()->pushState(ES_MENU);
286
[6504]287  /* now call the underlying*/
288  GameWorld::start();
289}
290
291
292
[6524]293/**
294 * stop the menu
295 */
[6504]296bool SimpleGameMenu::stop()
297{
298  EventHandler::getInstance()->popState();
299
300  /* now call the underlying*/
301  GameWorld::stop();
302}
303
304
[6521]305/**
306 *  override the standard tick for more functionality
307 */
308void SimpleGameMenu::tick()
309{
310  GameWorld::tick();
[6504]311
[7131]312  this->animateScene(this->dtS);
[6521]313}
314
315
[6504]316/**
[7370]317 * @brief no collision detection in the menu
[6501]318 */
[6502]319void SimpleGameMenu::collide()
[6521]320{
321//   this->dataTank->localCamera->
322}
[6501]323
324
[6504]325/**
[7370]326 * @brief animate the scene
[6521]327 */
328void SimpleGameMenu::animateScene(float dt)
329{
[7131]330  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
[6521]331  this->cameraVector = q.apply(this->cameraVector);
332  this->dataTank->localCamera->setRelCoor(this->cameraVector);
333  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
334}
335
336
337/**
[7370]338 * @brief event dispatcher funciton
[6504]339 * @param event the incoming event
340 */
341void SimpleGameMenu::process(const Event &event)
342{
[6839]343  /* ----------------- LAYER 1 ---------------*/
[6837]344  if( this->layerIndex == 0)
[6504]345  {
[6837]346    if( event.type == SDLK_RETURN && event.bPressed == true)
[6520]347    {
[6837]348      if( this->menuSelected == this->menuQuitGame)
349      {
350        this->setNextStoryID(WORLD_ID_GAMEEND);
351        this->stop();
352      }
353      if( this->menuSelected == this->menuStartGame)
354      {
355        // switch to first submenu
[6991]356        if( this->menuLayers[1].menuList.size() == 0)
[6837]357        {
[6839]358          PRINTF(1)("Haven't got any StoryEntities to play!\n");
[6837]359          return;
360        }
361
362        this->switchMenuLayer(this->layerIndex, 1);
363      }
[6520]364    }
[6854]365    if( event.type == SDLK_ESCAPE && event.bPressed == true)
366    {
367      this->setNextStoryID(WORLD_ID_GAMEEND);
368      this->stop();
369    }
[6839]370  }  /* ----------------- LAYER 2 ---------------*/
[6837]371  else if( this->layerIndex == 1)
[6520]372  {
[6848]373    if( event.type == SDLK_RETURN && event.bPressed == true)
374    {
[6991]375      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
[6848]376      this->stop();
377    }
[6854]378    if( event.type == SDLK_ESCAPE && event.bPressed == true)
379    {
380      this->switchMenuLayer(this->layerIndex, 0);
381    }
[6520]382  }
[6853]383
384
385
386  // The menu selction cursor
387  if( event.type == SDLK_DOWN && event.bPressed == true)
388  {
[6991]389    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
[6853]390    {
[6991]391      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
[7063]392      this->sliderTo(this->menuSelected, 5.0f);
[7318]393      if (this->selectorSource != NULL)
394        this->selectorSource->play();
[6883]395
396      if( this->layerIndex == 1)
397      {
[6991]398        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
399        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
[6883]400      }
[6853]401    }
402  }
403  else if( event.type == SDLK_UP && event.bPressed == true)
404  {
405    if(this->menuSelectedIndex > 0)
406    {
[6991]407      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
[7063]408      this->sliderTo(this->menuSelected, 5.0f);
[7318]409      if (this->selectorSource != NULL)
410        this->selectorSource->play();
[6883]411
412      if( this->layerIndex == 1)
413      {
[6991]414        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
415        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
[6883]416      }
[6853]417    }
418  }
[6504]419}
[6502]420
421
[6837]422/**
[7317]423 * @brief switches to from one meny layer to an other
[6837]424 * @param layer1 from layer
425 * @param layer2 to layer
426 */
427void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
428{
429  // wrong sizes
[6991]430  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
[6837]431    return;
[6502]432
433
[6837]434  PRINTF(0)("Removing layer %i\n", layer1);
[7019]435  std::vector<TextElement*>::iterator te;
[6837]436  // fade old menu
[7019]437  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
[6837]438  {
[7019]439    (*te)->setVisibility(false);
[6837]440  }
[7019]441
442  std::vector<ImageEntity*>::iterator it;
443
[6878]444  //also fade the screenshots if in level choosement mode
[6991]445  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
[6878]446  {
447    (*it)->setVisibility(false);
448  }
[6502]449
450
[6837]451  PRINTF(0)("Showing layer %i\n", layer1);
452  // beam here the new menu
[7019]453  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
[6848]454  {
[7019]455    (*te)->setVisibility(true);
[6848]456  }
[6837]457
[6878]458
[6837]459  this->layerIndex = layer2;
[6991]460  this->menuSelected = this->menuLayers[layer2].menuList[0];
[6878]461  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D());
[6855]462  this->menuSelectedIndex = 0;
[6883]463
464  if( layer2 == 1)
[6991]465    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
[6837]466}
467
[7063]468void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
469{
470  if (bias > 0.0)
471  {
[7316]472    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
[7764]473    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
[7063]474  }
475  else
476  {
[7316]477    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
[7764]478    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
[7063]479  }
480}
[6837]481
482
483
[6502]484/**********************************************************************************************
485    SimpleGameMenuData
486 **********************************************************************************************/
487
488
[6501]489/**
[6502]490 * SimpleGameMenuData constructor
[6501]491 */
[6502]492SimpleGameMenuData::SimpleGameMenuData()
[6501]493{}
494
495/**
[6502]496 * SimpleGameMenuData decontructor
[6501]497 */
[6502]498SimpleGameMenuData::~SimpleGameMenuData()
[6501]499{}
500
501
502/**
[6502]503 *  initialize the GameWorldDataData
[6501]504 */
[6502]505ErrorMessage SimpleGameMenuData::init()
506{
507  /* call underlying function */
508  GameWorldData::init();
509}
[6501]510
511
512/**
[6502]513 *  loads the GUI data
514 * @param root reference to the xml root element
[6501]515 */
[7370]516ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
[6502]517{
518  /* call underlying function */
519  GameWorldData::loadGUI(root);
520}
[6501]521
522
523/**
[6502]524 *  unloads the GUI data
[6501]525 */
[6502]526ErrorMessage SimpleGameMenuData::unloadGUI()
527{
528  /* call underlying function */
529  GameWorldData::unloadGUI();
530}
531
532
533/**
534 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
535 * @param root reference to the xml root parameter
536 */
[7370]537ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
[6502]538{
[7370]539  GameWorldData::loadWorldEntities(root);
540  /*
541  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
[6502]542
543  if( element != NULL)
544  {
545    element = element->FirstChildElement();
546    PRINTF(4)("Loading WorldEntities\n");
[7370]547    while(element != NULL)
[6502]548    {
549      BaseObject* created = Factory::fabricate(element);
550      if( created != NULL )
551        printf("Created a %s: %s\n", created->getClassName(), created->getName());
552
[7370]553      if( element->Value() == "SkyBox")
[6502]554        this->sky = dynamic_cast<WorldEntity*>(created);
[7370]555      if( element->Value() == "Terrain")
[6502]556        this->terrain = dynamic_cast<Terrain*>(created);
557      element = element->NextSiblingElement();
558    }
[7370]559
[6502]560    PRINTF(4)("Done loading WorldEntities\n");
561  }
562
[7370]563  // init the pnode tree
[6502]564  PNode::getNullParent()->init();
[7370]565  */
[6502]566}
567
568
569/**
570 *  unloads the world entities from the xml file
571 */
572ErrorMessage SimpleGameMenuData::unloadWorldEntities()
573{
574  /* call underlying function */
575  GameWorldData::unloadWorldEntities();
576}
577
578
579/**
580 *  loads the scene data
581 * @param root reference to the xml root element
582 */
[7370]583ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
[6502]584{
585  /* call underlying function */
586  GameWorldData::loadScene(root);
587}
588
589
590/**
591 *  unloads the scene data
592 */
593ErrorMessage SimpleGameMenuData::unloadScene()
594{
595  /* call underlying function */
596  GameWorldData::unloadScene();
597}
598
599
600
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