Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 6852

Last change on this file since 6852 was 6852, checked in by bensch, 18 years ago

orxonox/trunk: small little necessities

File size: 11.5 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        {
143          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
144          if (!created->isA(CL_ELEMENT_2D))
145            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
146        }
147        element = element->NextSiblingElement();
148      }
149      PRINTF(4)("Done loading Elements\n");
150    }
151  }
152
153  /* get the menu list */
154  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
155  std::list<BaseObject*>::const_iterator entity;
156  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
157  {
158
159    if( !strcmp("Selector_Menu", (*entity)->getName()))
160    {
161      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
162    }
163    else if( !strcmp( "StartGame_Menu", (*entity)->getName()))
164    {
165      this->menuStartGame = dynamic_cast<ImageEntity*>(*entity);
166      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
167
168    }
169    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
170    {
171      this->menuStartMultiplayerGame = dynamic_cast<ImageEntity*>(*entity);
172      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
173    }
174    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
175    {
176      this->menuQuitGame = dynamic_cast<ImageEntity*>(*entity);
177      this->menuLayer[0]->menuList.push_back(dynamic_cast<ImageEntity*>(*entity));
178    }
179  }
180  this->menuSelectedIndex = 0;
181  this->menuSelected = this->menuLayer[0]->menuList[this->menuSelectedIndex];
182  this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
183
184
185  // loading the storyentities submenu (singleplayer)
186  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
187  std::list<BaseObject*>::const_iterator it;
188  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
189  {
190    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
191    if( se->isContainedInMenu())
192    {
193      this->menuLayer[1]->storyList.push_back(se);
194      PRINTF(0)("Got a new menu entry |%s|\n", se->getName());
195      ImageEntity* ie = new ImageEntity();
196      ie->setTexture(se->getMenuItemImage());
197      ie->setRelCoor(0.0f,- (this->menuLayer[1]->menuList.size() * 10.0f), 0.0f);
198      ie->setVisibility(false);
199      this->menuLayer[1]->menuList.push_back(ie);
200    }
201  }
202}
203
204
205
206/**
207 * start the menu
208 */
209bool SimpleGameMenu::start()
210{
211  EventHandler::getInstance()->pushState(ES_MENU);
212
213  /* now call the underlying*/
214  GameWorld::start();
215}
216
217
218
219/**
220 * stop the menu
221 */
222bool SimpleGameMenu::stop()
223{
224  EventHandler::getInstance()->popState();
225
226  /* now call the underlying*/
227  GameWorld::stop();
228}
229
230
231/**
232 *  override the standard tick for more functionality
233 */
234void SimpleGameMenu::tick()
235{
236  GameWorld::tick();
237
238  this->animateScene(this->dt);
239}
240
241
242/**
243 *  no collision detection in the menu
244 */
245void SimpleGameMenu::collide()
246{
247//   this->dataTank->localCamera->
248}
249
250
251/**
252 *  animate the scene
253 */
254void SimpleGameMenu::animateScene(float dt)
255{
256  Quaternion q(/*0.00005*/ 0.0001* dt, Vector(0.0, 1.0, 0.0));
257  this->cameraVector = q.apply(this->cameraVector);
258  this->dataTank->localCamera->setRelCoor(this->cameraVector);
259  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
260}
261
262
263/**
264 * event dispatcher funciton
265 * @param event the incoming event
266 */
267void SimpleGameMenu::process(const Event &event)
268{
269  /* ----------------- LAYER 1 ---------------*/
270  if( this->layerIndex == 0)
271  {
272    if( event.type == SDLK_RETURN && event.bPressed == true)
273    {
274      if( this->menuSelected == this->menuQuitGame)
275      {
276        this->setNextStoryID(WORLD_ID_GAMEEND);
277        this->stop();
278      }
279      if( this->menuSelected == this->menuStartGame)
280      {
281        //this->stop();
282        // switch to first submenu
283        if( this->menuLayer[1]->menuList.size() == 0)
284        {
285          PRINTF(1)("Haven't got any StoryEntities to play!\n");
286          return;
287        }
288
289        this->switchMenuLayer(this->layerIndex, 1);
290
291      }
292    }
293    else if( event.type == SDLK_DOWN && event.bPressed == true)
294    {
295//     ImageEntity*
296      if(this->menuSelectedIndex < (this->menuLayer[this->layerIndex]->menuList.size() - 1))
297      {
298        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[++this->menuSelectedIndex];
299        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
300      }
301    }
302    else if( event.type == SDLK_UP && event.bPressed == true)
303    {
304      if(this->menuSelectedIndex > 0)
305      {
306        this->menuSelected = this->menuLayer[this->layerIndex]->menuList[--this->menuSelectedIndex];
307        this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
308      }
309    }
310  }  /* ----------------- LAYER 2 ---------------*/
311  else if( this->layerIndex == 1)
312  {
313    if( event.type == SDLK_RETURN && event.bPressed == true)
314    {
315      this->setNextStoryID( this->menuLayer[1]->storyList[this->menuSelectedIndex]->getStoryID());
316      this->stop();
317    }
318  }
319}
320
321
322/**
323 *  switches to from one meny layer to an other
324 * @param layer1 from layer
325 * @param layer2 to layer
326 */
327void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
328{
329  // wrong sizes
330  if(layer1 >= this->menuLayer.size() || layer2 >= this->menuLayer.size())
331    return;
332
333
334  PRINTF(0)("Removing layer %i\n", layer1);
335  std::vector<ImageEntity*>::iterator it;
336  // fade old menu
337  for( it = this->menuLayer[layer1]->menuList.begin(); it != this->menuLayer[layer1]->menuList.end(); it++ )
338  {
339    (*it)->setVisibility(false);
340  }
341
342
343  PRINTF(0)("Showing layer %i\n", layer1);
344  // beam here the new menu
345  for( it = this->menuLayer[layer2]->menuList.begin(); it != this->menuLayer[layer2]->menuList.end(); it++ )
346  {
347    (*it)->setVisibility(true);
348  }
349
350  this->layerIndex = layer2;
351}
352
353
354
355
356/**********************************************************************************************
357    SimpleGameMenuData
358 **********************************************************************************************/
359
360
361/**
362 * SimpleGameMenuData constructor
363 */
364SimpleGameMenuData::SimpleGameMenuData()
365{}
366
367/**
368 * SimpleGameMenuData decontructor
369 */
370SimpleGameMenuData::~SimpleGameMenuData()
371{}
372
373
374/**
375 *  initialize the GameWorldDataData
376 */
377ErrorMessage SimpleGameMenuData::init()
378{
379  /* call underlying function */
380  GameWorldData::init();
381}
382
383
384/**
385 *  loads the GUI data
386 * @param root reference to the xml root element
387 */
388ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
389{
390  /* call underlying function */
391  GameWorldData::loadGUI(root);
392}
393
394
395/**
396 *  unloads the GUI data
397 */
398ErrorMessage SimpleGameMenuData::unloadGUI()
399{
400  /* call underlying function */
401  GameWorldData::unloadGUI();
402}
403
404
405/**
406 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
407 * @param root reference to the xml root parameter
408 */
409ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
410{
411  TiXmlElement* element = root->FirstChildElement("WorldEntities");
412
413  if( element != NULL)
414  {
415    element = element->FirstChildElement();
416    PRINTF(4)("Loading WorldEntities\n");
417    while( element != NULL)
418    {
419      BaseObject* created = Factory::fabricate(element);
420      if( created != NULL )
421        printf("Created a %s: %s\n", created->getClassName(), created->getName());
422
423      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
424        this->sky = dynamic_cast<WorldEntity*>(created);
425      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
426        this->terrain = dynamic_cast<Terrain*>(created);
427      element = element->NextSiblingElement();
428    }
429    PRINTF(4)("Done loading WorldEntities\n");
430  }
431
432  /* init the pnode tree */
433  PNode::getNullParent()->init();
434}
435
436
437/**
438 *  unloads the world entities from the xml file
439 */
440ErrorMessage SimpleGameMenuData::unloadWorldEntities()
441{
442  /* call underlying function */
443  GameWorldData::unloadWorldEntities();
444}
445
446
447/**
448 *  loads the scene data
449 * @param root reference to the xml root element
450 */
451ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
452{
453  /* call underlying function */
454  GameWorldData::loadScene(root);
455}
456
457
458/**
459 *  unloads the scene data
460 */
461ErrorMessage SimpleGameMenuData::unloadScene()
462{
463  /* call underlying function */
464  GameWorldData::unloadScene();
465}
466
467
468
Note: See TracBrowser for help on using the repository browser.