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source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 6841

Last change on this file since 6841 was 6841, checked in by patrick, 18 years ago

trunk: submenu loading work, graphics chaos

File size: 10.4 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 "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#include "object_manager.h"
37
38
39#include "cd_engine.h"
40
41
42using namespace std;
43
44
45//! This creates a Factory to fabricate a SimpleGameMenu
46CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
47
48
49
50SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
51  : GameWorld(root)
52{
53  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
54  this->setName("SimpleGameMenu uninitialized");
55
56  this->dataTank = new SimpleGameMenuData();
57
58  this->cameraVector = Vector(50.0, 0.0, 0.0);
59  this->menuLayer.push_back(new MenuLayer());
60  this->menuLayer.push_back(new MenuLayer());
61  this->layerIndex = 0;
62
63  this->loadParams(root);
64}
65
66
67/**
68 *  remove the SimpleGameMenu from memory
69 *
70 *  delete everything explicitly, that isn't contained in the parenting tree!
71 *  things contained in the tree are deleted automaticaly
72 */
73SimpleGameMenu::~SimpleGameMenu ()
74{
75  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
76
77  if( this->dataTank)
78    delete this->dataTank;
79}
80
81
82/**
83 * loads the parameters of a SimpleGameMenu from an XML-element
84 * @param root the XML-element to load from
85 */
86void SimpleGameMenu::loadParams(const TiXmlElement* root)
87{
88  /* skip the GameWorld, since it does not define any useful loadParams for this class */
89  //static_cast<GameWorld*>(this)->loadParams(root);
90  GameWorld::loadParams(root);
91
92  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
93}
94
95
96/**
97 * this is executed just before load
98 *
99 * since the load function sometimes needs data, that has been initialized
100 * before the load and after the proceeding storyentity has finished
101 */
102ErrorMessage SimpleGameMenu::init()
103{
104  /* call underlying init funciton */
105  GameWorld::init();
106
107  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_UP);
108  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_DOWN);
109  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_RETURN);
110  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_SPACE);
111
112  this->dataTank->localCamera->setRelCoor(this->cameraVector);
113
114  GraphicsEngine::getInstance()->displayFPS(false);
115}
116
117
118/**
119 * load the data
120 */
121ErrorMessage SimpleGameMenu::loadData()
122{
123  GameWorld::loadData();
124
125  /* get the menu list */
126  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
127  std::list<BaseObject*>::const_iterator entity;
128  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
129  {
130
131    if( !strcmp("Selector_Menu", (*entity)->getName()))
132    {
133      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
134    }
135    else if( !strcmp( "StartGame_Menu", (*entity)->getName()))
136    {
137      this->menuStartGame = dynamic_cast<ImageEntity*>(*entity);
138      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
139
140    }
141    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
142    {
143      this->menuStartMultiplayerGame = dynamic_cast<ImageEntity*>(*entity);
144      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
145    }
146    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
147    {
148      this->menuQuitGame = dynamic_cast<ImageEntity*>(*entity);
149      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
150    }
151  }
152  this->menuSelectedIndex = 0;
153  this->menuSelected = this->menuLayer[0]->menuList[this->menuSelectedIndex];
154  this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
155
156
157  // loading the storyentities submenu (singleplayer)
158  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
159  std::list<BaseObject*>::const_iterator it;
160  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
161  {
162    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
163    if( se->isContainedInMenu())
164    {
165      this->menuLayer[1]->storyList.push_back(se);
166      PRINTF(0)("Got a new menu entry |%s|\n", se->getName());
167      ImageEntity* ie = new ImageEntity();
168      ie->setAbsCoor(0.0f, this->menuLayer[1]->menuList.size() * -10.0f, 0.0f);
169      //State::getObjectManager()->toList(dynamic_cast<WorldEntity*>(ie), OM_DEAD);
170      //this->menuLayer[1]->menuList.push_back(ie);
171    }
172  }
173
174  this->layerIndex = 0;
175}
176
177
178
179/**
180 * start the menu
181 */
182bool SimpleGameMenu::start()
183{
184  EventHandler::getInstance()->pushState(ES_MENU);
185
186  /* now call the underlying*/
187  GameWorld::start();
188}
189
190
191
192/**
193 * stop the menu
194 */
195bool SimpleGameMenu::stop()
196{
197  EventHandler::getInstance()->popState();
198
199  /* now call the underlying*/
200  GameWorld::stop();
201}
202
203
204/**
205 *  override the standard tick for more functionality
206 */
207void SimpleGameMenu::tick()
208{
209  GameWorld::tick();
210
211  this->animateScene(this->dt);
212}
213
214
215/**
216 *  no collision detection in the menu
217 */
218void SimpleGameMenu::collide()
219{
220//   this->dataTank->localCamera->
221}
222
223
224/**
225 *  animate the scene
226 */
227void SimpleGameMenu::animateScene(float dt)
228{
229  Quaternion q(/*0.00005*/ 0.0001* dt, Vector(0.0, 1.0, 0.0));
230  this->cameraVector = q.apply(this->cameraVector);
231  this->dataTank->localCamera->setRelCoor(this->cameraVector);
232  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
233}
234
235
236/**
237 * event dispatcher funciton
238 * @param event the incoming event
239 */
240void SimpleGameMenu::process(const Event &event)
241{
242  /* ----------------- LAYER 1 ---------------*/
243  if( this->layerIndex == 0)
244  {
245    if( event.type == SDLK_RETURN && event.bPressed == true)
246    {
247      if( this->menuSelected == this->menuQuitGame)
248      {
249        this->setNextStoryID(WORLD_ID_GAMEEND);
250        this->stop();
251      }
252      if( this->menuSelected == this->menuStartGame)
253      {
254        //this->stop();
255        // switch to first submenu
256        if( this->menuLayer[1]->menuList.size() == 0)
257        {
258          PRINTF(1)("Haven't got any StoryEntities to play!\n");
259          return;
260        }
261
262        this->switchMenuLayer(this->layerIndex, 1);
263
264      }
265    }
266    else if( event.type == SDLK_DOWN && event.bPressed == true)
267    {
268//     ImageEntity*
269      if(this->menuSelectedIndex < (this->menuLayer[this->layerIndex]->menuList.size() - 1))
270      {
271        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[++this->menuSelectedIndex];
272        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
273      }
274    }
275    else if( event.type == SDLK_UP && event.bPressed == true)
276    {
277      if(this->menuSelectedIndex > 0)
278      {
279        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[--this->menuSelectedIndex];
280        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
281      }
282    }
283  }  /* ----------------- LAYER 2 ---------------*/
284  else if( this->layerIndex == 1)
285  {
286
287  }
288}
289
290
291/**
292 *  switches to from one meny layer to an other
293 * @param layer1 from layer
294 * @param layer2 to layer
295 */
296void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
297{
298  // wrong sizes
299  if(layer1 >= this->menuLayer.size() || layer2 >= this->menuLayer.size())
300    return;
301
302
303  PRINTF(0)("Removing layer %i\n", layer1);
304  std::vector<ImageEntity*>::iterator it;
305  // fade old menu
306  for( it = this->menuLayer[layer1]->menuList.begin(); it != this->menuLayer[layer1]->menuList.end(); it++ )
307  {
308    (*it)->setAbsCoor(Vector(-100, -100, -100));
309  }
310
311
312  PRINTF(0)("Showing layer %i\n", layer1);
313  // beam here the new menu
314  for( it = this->menuLayer[layer2]->menuList.begin(); it != this->menuLayer[layer2]->menuList.end(); it++ )
315  {}
316
317  this->layerIndex = layer2;
318}
319
320
321
322
323/**********************************************************************************************
324    SimpleGameMenuData
325 **********************************************************************************************/
326
327
328/**
329 * SimpleGameMenuData constructor
330 */
331SimpleGameMenuData::SimpleGameMenuData()
332{}
333
334/**
335 * SimpleGameMenuData decontructor
336 */
337SimpleGameMenuData::~SimpleGameMenuData()
338{}
339
340
341/**
342 *  initialize the GameWorldDataData
343 */
344ErrorMessage SimpleGameMenuData::init()
345{
346  /* call underlying function */
347  GameWorldData::init();
348}
349
350
351/**
352 *  loads the GUI data
353 * @param root reference to the xml root element
354 */
355ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
356{
357  /* call underlying function */
358  GameWorldData::loadGUI(root);
359}
360
361
362/**
363 *  unloads the GUI data
364 */
365ErrorMessage SimpleGameMenuData::unloadGUI()
366{
367  /* call underlying function */
368  GameWorldData::unloadGUI();
369}
370
371
372/**
373 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
374 * @param root reference to the xml root parameter
375 */
376ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
377{
378  TiXmlElement* element = root->FirstChildElement("WorldEntities");
379
380  if( element != NULL)
381  {
382    element = element->FirstChildElement();
383    PRINTF(4)("Loading WorldEntities\n");
384    while( element != NULL)
385    {
386      BaseObject* created = Factory::fabricate(element);
387      if( created != NULL )
388        printf("Created a %s: %s\n", created->getClassName(), created->getName());
389
390      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
391        this->sky = dynamic_cast<WorldEntity*>(created);
392      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
393        this->terrain = dynamic_cast<Terrain*>(created);
394      element = element->NextSiblingElement();
395    }
396    PRINTF(4)("Done loading WorldEntities\n");
397  }
398
399  /* init the pnode tree */
400  PNode::getNullParent()->init();
401}
402
403
404/**
405 *  unloads the world entities from the xml file
406 */
407ErrorMessage SimpleGameMenuData::unloadWorldEntities()
408{
409  /* call underlying function */
410  GameWorldData::unloadWorldEntities();
411}
412
413
414/**
415 *  loads the scene data
416 * @param root reference to the xml root element
417 */
418ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
419{
420  /* call underlying function */
421  GameWorldData::loadScene(root);
422}
423
424
425/**
426 *  unloads the scene data
427 */
428ErrorMessage SimpleGameMenuData::unloadScene()
429{
430  /* call underlying function */
431  GameWorldData::unloadScene();
432}
433
434
435
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