Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 6848

Last change on this file since 6848 was 6848, checked in by patrick, 18 years ago

trunk: switching to element2sd

File size: 11.2 KB
Line 
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  if (this->dataXML != NULL)
126  {
127    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
128
129    if( element == NULL)
130    {
131      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
132    }
133    else
134    {
135      element = element->FirstChildElement();
136    // load Players/Objects/Whatever
137      PRINTF(4)("Loading Elements\n");
138      while( element != NULL)
139      {
140        BaseObject* created = Factory::fabricate(element);
141        if( created != NULL )
142          PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName());
143
144      }
145      PRINTF(4)("Done loading Elements\n");
146    }
147  }
148
149  /* get the menu list */
150  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
151  std::list<BaseObject*>::const_iterator entity;
152  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
153  {
154
155    if( !strcmp("Selector_Menu", (*entity)->getName()))
156    {
157      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
158    }
159    else if( !strcmp( "StartGame_Menu", (*entity)->getName()))
160    {
161      this->menuStartGame = dynamic_cast<ImageEntity*>(*entity);
162      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
163
164    }
165    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
166    {
167      this->menuStartMultiplayerGame = dynamic_cast<ImageEntity*>(*entity);
168      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
169    }
170    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
171    {
172      this->menuQuitGame = dynamic_cast<ImageEntity*>(*entity);
173      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
174    }
175  }
176  this->menuSelectedIndex = 0;
177  this->menuSelected = this->menuLayer[0]->menuList[this->menuSelectedIndex];
178  this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
179
180
181  // loading the storyentities submenu (singleplayer)
182  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
183  std::list<BaseObject*>::const_iterator it;
184  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
185  {
186    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
187    if( se->isContainedInMenu())
188    {
189      this->menuLayer[1]->storyList.push_back(se);
190      PRINTF(0)("Got a new menu entry |%s|\n", se->getName());
191      ImageEntity* ie = new ImageEntity();
192      ie->setTexture(se->getMenuItemImage());
193      ie->setRelCoor(0.0f,- (this->menuLayer[1]->menuList.size() * 10.0f), 0.0f);
194      ie->setVisibility(false);
195      this->menuLayer[1]->menuList.push_back(ie);
196    }
197  }
198}
199
200
201
202/**
203 * start the menu
204 */
205bool SimpleGameMenu::start()
206{
207  EventHandler::getInstance()->pushState(ES_MENU);
208
209  /* now call the underlying*/
210  GameWorld::start();
211}
212
213
214
215/**
216 * stop the menu
217 */
218bool SimpleGameMenu::stop()
219{
220  EventHandler::getInstance()->popState();
221
222  /* now call the underlying*/
223  GameWorld::stop();
224}
225
226
227/**
228 *  override the standard tick for more functionality
229 */
230void SimpleGameMenu::tick()
231{
232  GameWorld::tick();
233
234  this->animateScene(this->dt);
235}
236
237
238/**
239 *  no collision detection in the menu
240 */
241void SimpleGameMenu::collide()
242{
243//   this->dataTank->localCamera->
244}
245
246
247/**
248 *  animate the scene
249 */
250void SimpleGameMenu::animateScene(float dt)
251{
252  Quaternion q(/*0.00005*/ 0.0001* dt, Vector(0.0, 1.0, 0.0));
253  this->cameraVector = q.apply(this->cameraVector);
254  this->dataTank->localCamera->setRelCoor(this->cameraVector);
255  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
256}
257
258
259/**
260 * event dispatcher funciton
261 * @param event the incoming event
262 */
263void SimpleGameMenu::process(const Event &event)
264{
265  /* ----------------- LAYER 1 ---------------*/
266  if( this->layerIndex == 0)
267  {
268    if( event.type == SDLK_RETURN && event.bPressed == true)
269    {
270      if( this->menuSelected == this->menuQuitGame)
271      {
272        this->setNextStoryID(WORLD_ID_GAMEEND);
273        this->stop();
274      }
275      if( this->menuSelected == this->menuStartGame)
276      {
277        //this->stop();
278        // switch to first submenu
279        if( this->menuLayer[1]->menuList.size() == 0)
280        {
281          PRINTF(1)("Haven't got any StoryEntities to play!\n");
282          return;
283        }
284
285        this->switchMenuLayer(this->layerIndex, 1);
286
287      }
288    }
289    else if( event.type == SDLK_DOWN && event.bPressed == true)
290    {
291//     ImageEntity*
292      if(this->menuSelectedIndex < (this->menuLayer[this->layerIndex]->menuList.size() - 1))
293      {
294        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[++this->menuSelectedIndex];
295        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
296      }
297    }
298    else if( event.type == SDLK_UP && event.bPressed == true)
299    {
300      if(this->menuSelectedIndex > 0)
301      {
302        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[--this->menuSelectedIndex];
303        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
304      }
305    }
306  }  /* ----------------- LAYER 2 ---------------*/
307  else if( this->layerIndex == 1)
308  {
309    if( event.type == SDLK_RETURN && event.bPressed == true)
310    {
311      this->setNextStoryID( this->menuLayer[1]->storyList[this->menuSelectedIndex]->getStoryID());
312      this->stop();
313    }
314  }
315}
316
317
318/**
319 *  switches to from one meny layer to an other
320 * @param layer1 from layer
321 * @param layer2 to layer
322 */
323void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
324{
325  // wrong sizes
326  if(layer1 >= this->menuLayer.size() || layer2 >= this->menuLayer.size())
327    return;
328
329
330  PRINTF(0)("Removing layer %i\n", layer1);
331  std::vector<ImageEntity*>::iterator it;
332  // fade old menu
333  for( it = this->menuLayer[layer1]->menuList.begin(); it != this->menuLayer[layer1]->menuList.end(); it++ )
334  {
335    (*it)->setVisibility(false);
336  }
337
338
339  PRINTF(0)("Showing layer %i\n", layer1);
340  // beam here the new menu
341  for( it = this->menuLayer[layer2]->menuList.begin(); it != this->menuLayer[layer2]->menuList.end(); it++ )
342  {
343    (*it)->setVisibility(true);
344  }
345
346  this->layerIndex = layer2;
347}
348
349
350
351
352/**********************************************************************************************
353    SimpleGameMenuData
354 **********************************************************************************************/
355
356
357/**
358 * SimpleGameMenuData constructor
359 */
360SimpleGameMenuData::SimpleGameMenuData()
361{}
362
363/**
364 * SimpleGameMenuData decontructor
365 */
366SimpleGameMenuData::~SimpleGameMenuData()
367{}
368
369
370/**
371 *  initialize the GameWorldDataData
372 */
373ErrorMessage SimpleGameMenuData::init()
374{
375  /* call underlying function */
376  GameWorldData::init();
377}
378
379
380/**
381 *  loads the GUI data
382 * @param root reference to the xml root element
383 */
384ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
385{
386  /* call underlying function */
387  GameWorldData::loadGUI(root);
388}
389
390
391/**
392 *  unloads the GUI data
393 */
394ErrorMessage SimpleGameMenuData::unloadGUI()
395{
396  /* call underlying function */
397  GameWorldData::unloadGUI();
398}
399
400
401/**
402 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
403 * @param root reference to the xml root parameter
404 */
405ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
406{
407  TiXmlElement* element = root->FirstChildElement("WorldEntities");
408
409  if( element != NULL)
410  {
411    element = element->FirstChildElement();
412    PRINTF(4)("Loading WorldEntities\n");
413    while( element != NULL)
414    {
415      BaseObject* created = Factory::fabricate(element);
416      if( created != NULL )
417        printf("Created a %s: %s\n", created->getClassName(), created->getName());
418
419      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
420        this->sky = dynamic_cast<WorldEntity*>(created);
421      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
422        this->terrain = dynamic_cast<Terrain*>(created);
423      element = element->NextSiblingElement();
424    }
425    PRINTF(4)("Done loading WorldEntities\n");
426  }
427
428  /* init the pnode tree */
429  PNode::getNullParent()->init();
430}
431
432
433/**
434 *  unloads the world entities from the xml file
435 */
436ErrorMessage SimpleGameMenuData::unloadWorldEntities()
437{
438  /* call underlying function */
439  GameWorldData::unloadWorldEntities();
440}
441
442
443/**
444 *  loads the scene data
445 * @param root reference to the xml root element
446 */
447ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
448{
449  /* call underlying function */
450  GameWorldData::loadScene(root);
451}
452
453
454/**
455 *  unloads the scene data
456 */
457ErrorMessage SimpleGameMenuData::unloadScene()
458{
459  /* call underlying function */
460  GameWorldData::unloadScene();
461}
462
463
464
Note: See TracBrowser for help on using the repository browser.