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source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 6839

Last change on this file since 6839 was 6839, checked in by patrick, 18 years ago

trunk: the menu is processing

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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 "state.h"
22#include "class_list.h"
23
24#include "load_param.h"
25#include "fast_factory.h"
26#include "factory.h"
27
28#include "p_node.h"
29#include "world_entity.h"
30#include "image_entity.h"
31#include "terrain.h"
32#include "camera.h"
33
34#include "event_handler.h"
35#include "graphics_engine.h"
36
37#include "cd_engine.h"
38
39
40using namespace std;
41
42
43//! This creates a Factory to fabricate a SimpleGameMenu
44CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
45
46
47
48SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
49  : GameWorld(root)
50{
51  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
52  this->setName("SimpleGameMenu uninitialized");
53
54  this->dataTank = new SimpleGameMenuData();
55
56  this->cameraVector = Vector(50.0, 0.0, 0.0);
57  this->menuLayer.push_back(new MenuLayer());
58  this->menuLayer.push_back(new MenuLayer());
59  this->layerIndex = 0;
60
61  this->loadParams(root);
62}
63
64
65/**
66 *  remove the SimpleGameMenu from memory
67 *
68 *  delete everything explicitly, that isn't contained in the parenting tree!
69 *  things contained in the tree are deleted automaticaly
70 */
71SimpleGameMenu::~SimpleGameMenu ()
72{
73  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
74
75  if( this->dataTank)
76    delete this->dataTank;
77}
78
79
80/**
81 * loads the parameters of a SimpleGameMenu from an XML-element
82 * @param root the XML-element to load from
83 */
84void SimpleGameMenu::loadParams(const TiXmlElement* root)
85{
86  /* skip the GameWorld, since it does not define any useful loadParams for this class */
87  //static_cast<GameWorld*>(this)->loadParams(root);
88  GameWorld::loadParams(root);
89
90  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
91}
92
93
94/**
95 * this is executed just before load
96 *
97 * since the load function sometimes needs data, that has been initialized
98 * before the load and after the proceeding storyentity has finished
99 */
100ErrorMessage SimpleGameMenu::init()
101{
102  /* call underlying init funciton */
103  GameWorld::init();
104
105  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_UP);
106  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_DOWN);
107  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_RETURN);
108  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_SPACE);
109
110  this->dataTank->localCamera->setRelCoor(this->cameraVector);
111
112  GraphicsEngine::getInstance()->displayFPS(false);
113}
114
115
116/**
117 * load the data
118 */
119ErrorMessage SimpleGameMenu::loadData()
120{
121  GameWorld::loadData();
122
123  /* get the menu list */
124  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
125  std::list<BaseObject*>::const_iterator entity;
126  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
127  {
128
129    if( !strcmp("Selector_Menu", (*entity)->getName()))
130    {
131      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
132    }
133    else if( !strcmp( "StartGame_Menu", (*entity)->getName()))
134    {
135      this->menuStartGame = dynamic_cast<ImageEntity*>(*entity);
136      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
137
138    }
139    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
140    {
141      this->menuStartMultiplayerGame = dynamic_cast<ImageEntity*>(*entity);
142      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
143    }
144    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
145    {
146      this->menuQuitGame = dynamic_cast<ImageEntity*>(*entity);
147      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
148    }
149  }
150  this->menuSelectedIndex = 0;
151  this->menuSelected = this->menuLayer[0]->menuList[this->menuSelectedIndex];
152  this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
153
154
155  // loading the storyentities submenu (singleplayer)
156  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
157  std::list<BaseObject*>::const_iterator it;
158  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
159  {
160    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
161    if( se->isContainedInMenu())
162    {
163      this->menuLayer[1]->storyList.push_back(se);
164      PRINTF(0)("Got a new menu entry |%s|\n", se->getName());
165    }
166  }
167}
168
169
170
171/**
172 * start the menu
173 */
174bool SimpleGameMenu::start()
175{
176  EventHandler::getInstance()->pushState(ES_MENU);
177
178  /* now call the underlying*/
179  GameWorld::start();
180}
181
182
183
184/**
185 * stop the menu
186 */
187bool SimpleGameMenu::stop()
188{
189  EventHandler::getInstance()->popState();
190
191  /* now call the underlying*/
192  GameWorld::stop();
193}
194
195
196/**
197 *  override the standard tick for more functionality
198 */
199void SimpleGameMenu::tick()
200{
201  GameWorld::tick();
202
203  this->animateScene(this->dt);
204}
205
206
207/**
208 *  no collision detection in the menu
209 */
210void SimpleGameMenu::collide()
211{
212//   this->dataTank->localCamera->
213}
214
215
216/**
217 *  animate the scene
218 */
219void SimpleGameMenu::animateScene(float dt)
220{
221  Quaternion q(/*0.00005*/ 0.0001* dt, Vector(0.0, 1.0, 0.0));
222  this->cameraVector = q.apply(this->cameraVector);
223  this->dataTank->localCamera->setRelCoor(this->cameraVector);
224  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
225}
226
227
228/**
229 * event dispatcher funciton
230 * @param event the incoming event
231 */
232void SimpleGameMenu::process(const Event &event)
233{
234  /* ----------------- LAYER 1 ---------------*/
235  if( this->layerIndex == 0)
236  {
237    if( event.type == SDLK_RETURN && event.bPressed == true)
238    {
239      if( this->menuSelected == this->menuQuitGame)
240      {
241        this->setNextStoryID(WORLD_ID_GAMEEND);
242        this->stop();
243      }
244      if( this->menuSelected == this->menuStartGame)
245      {
246        //this->stop();
247        // switch to first submenu
248        if( this->menuLayer[1]->menuList.size() == 0)
249        {
250          PRINTF(1)("Haven't got any StoryEntities to play!\n");
251          return;
252        }
253
254        this->switchMenuLayer(this->layerIndex, 1);
255
256      }
257    }
258    else if( event.type == SDLK_DOWN && event.bPressed == true)
259    {
260//     ImageEntity*
261      if(this->menuSelectedIndex < (this->menuLayer[this->layerIndex]->menuList.size() - 1))
262      {
263        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[++this->menuSelectedIndex];
264        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
265      }
266    }
267    else if( event.type == SDLK_UP && event.bPressed == true)
268    {
269      if(this->menuSelectedIndex > 0)
270      {
271        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[--this->menuSelectedIndex];
272        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
273      }
274    }
275  }  /* ----------------- LAYER 2 ---------------*/
276  else if( this->layerIndex == 1)
277  {
278
279  }
280}
281
282
283/**
284 *  switches to from one meny layer to an other
285 * @param layer1 from layer
286 * @param layer2 to layer
287 */
288void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
289{
290  // wrong sizes
291  if(layer1 >= this->menuLayer.size() || layer2 >= this->menuLayer.size())
292    return;
293
294
295  PRINTF(0)("Removing layer %i\n", layer1);
296  std::vector<ImageEntity*>::iterator it;
297  // fade old menu
298  for( it = this->menuLayer[layer1]->menuList.begin(); it != this->menuLayer[layer1]->menuList.end(); it++ )
299  {
300    (*it)->setAbsCoor(Vector(-100, -100, -100));
301  }
302
303
304  PRINTF(0)("Showing layer %i\n", layer1);
305  // beam here the new menu
306  for( it = this->menuLayer[layer2]->menuList.begin(); it != this->menuLayer[layer2]->menuList.end(); it++ )
307  {}
308
309  this->layerIndex = layer2;
310}
311
312
313
314
315/**********************************************************************************************
316    SimpleGameMenuData
317 **********************************************************************************************/
318
319
320/**
321 * SimpleGameMenuData constructor
322 */
323SimpleGameMenuData::SimpleGameMenuData()
324{}
325
326/**
327 * SimpleGameMenuData decontructor
328 */
329SimpleGameMenuData::~SimpleGameMenuData()
330{}
331
332
333/**
334 *  initialize the GameWorldDataData
335 */
336ErrorMessage SimpleGameMenuData::init()
337{
338  /* call underlying function */
339  GameWorldData::init();
340}
341
342
343/**
344 *  loads the GUI data
345 * @param root reference to the xml root element
346 */
347ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
348{
349  /* call underlying function */
350  GameWorldData::loadGUI(root);
351}
352
353
354/**
355 *  unloads the GUI data
356 */
357ErrorMessage SimpleGameMenuData::unloadGUI()
358{
359  /* call underlying function */
360  GameWorldData::unloadGUI();
361}
362
363
364/**
365 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
366 * @param root reference to the xml root parameter
367 */
368ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
369{
370  TiXmlElement* element = root->FirstChildElement("WorldEntities");
371
372  if( element != NULL)
373  {
374    element = element->FirstChildElement();
375    PRINTF(4)("Loading WorldEntities\n");
376    while( element != NULL)
377    {
378      BaseObject* created = Factory::fabricate(element);
379      if( created != NULL )
380        printf("Created a %s: %s\n", created->getClassName(), created->getName());
381
382      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
383        this->sky = dynamic_cast<WorldEntity*>(created);
384      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
385        this->terrain = dynamic_cast<Terrain*>(created);
386      element = element->NextSiblingElement();
387    }
388    PRINTF(4)("Done loading WorldEntities\n");
389  }
390
391  /* init the pnode tree */
392  PNode::getNullParent()->init();
393}
394
395
396/**
397 *  unloads the world entities from the xml file
398 */
399ErrorMessage SimpleGameMenuData::unloadWorldEntities()
400{
401  /* call underlying function */
402  GameWorldData::unloadWorldEntities();
403}
404
405
406/**
407 *  loads the scene data
408 * @param root reference to the xml root element
409 */
410ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
411{
412  /* call underlying function */
413  GameWorldData::loadScene(root);
414}
415
416
417/**
418 *  unloads the scene data
419 */
420ErrorMessage SimpleGameMenuData::unloadScene()
421{
422  /* call underlying function */
423  GameWorldData::unloadScene();
424}
425
426
427
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