Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 6853

Last change on this file since 6853 was 6853, checked in by patrick, 18 years ago

trunk: safe load param reading, menu better

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      PRINTF(0)("setting texture to: |%s|\n", se->getMenuItemImage());
197      ie->setTexture(se->getMenuItemImage());
198      ie->setRelCoor(0.0f,- (this->menuLayer[1]->menuList.size() * 10.0f), 0.0f);
199      ie->setVisibility(false);
200      this->menuLayer[1]->menuList.push_back(ie);
201    }
202  }
203}
204
205
206
207/**
208 * start the menu
209 */
210bool SimpleGameMenu::start()
211{
212  EventHandler::getInstance()->pushState(ES_MENU);
213
214  /* now call the underlying*/
215  GameWorld::start();
216}
217
218
219
220/**
221 * stop the menu
222 */
223bool SimpleGameMenu::stop()
224{
225  EventHandler::getInstance()->popState();
226
227  /* now call the underlying*/
228  GameWorld::stop();
229}
230
231
232/**
233 *  override the standard tick for more functionality
234 */
235void SimpleGameMenu::tick()
236{
237  GameWorld::tick();
238
239  this->animateScene(this->dt);
240}
241
242
243/**
244 *  no collision detection in the menu
245 */
246void SimpleGameMenu::collide()
247{
248//   this->dataTank->localCamera->
249}
250
251
252/**
253 *  animate the scene
254 */
255void SimpleGameMenu::animateScene(float dt)
256{
257  Quaternion q(/*0.00005*/ 0.0001* dt, Vector(0.0, 1.0, 0.0));
258  this->cameraVector = q.apply(this->cameraVector);
259  this->dataTank->localCamera->setRelCoor(this->cameraVector);
260  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
261}
262
263
264/**
265 * event dispatcher funciton
266 * @param event the incoming event
267 */
268void SimpleGameMenu::process(const Event &event)
269{
270  /* ----------------- LAYER 1 ---------------*/
271  if( this->layerIndex == 0)
272  {
273    if( event.type == SDLK_RETURN && event.bPressed == true)
274    {
275      if( this->menuSelected == this->menuQuitGame)
276      {
277        this->setNextStoryID(WORLD_ID_GAMEEND);
278        this->stop();
279      }
280      if( this->menuSelected == this->menuStartGame)
281      {
282        //this->stop();
283        // switch to first submenu
284        if( this->menuLayer[1]->menuList.size() == 0)
285        {
286          PRINTF(1)("Haven't got any StoryEntities to play!\n");
287          return;
288        }
289
290        this->switchMenuLayer(this->layerIndex, 1);
291      }
292    }
293  }  /* ----------------- LAYER 2 ---------------*/
294  else if( this->layerIndex == 1)
295  {
296    if( event.type == SDLK_RETURN && event.bPressed == true)
297    {
298      this->setNextStoryID( this->menuLayer[1]->storyList[this->menuSelectedIndex]->getStoryID());
299      this->stop();
300    }
301  }
302
303
304
305  // The menu selction cursor
306  if( event.type == SDLK_DOWN && event.bPressed == true)
307  {
308    if(this->menuSelectedIndex < (this->menuLayer[this->layerIndex]->menuList.size() - 1))
309    {
310      this->menuSelected = this->menuLayer[this->layerIndex]->menuList[++this->menuSelectedIndex];
311      this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
312    }
313  }
314  else if( event.type == SDLK_UP && event.bPressed == true)
315  {
316    if(this->menuSelectedIndex > 0)
317    {
318      this->menuSelected = this->menuLayer[this->layerIndex]->menuList[--this->menuSelectedIndex];
319      this->menuSelector->setAbsCoor(this->menuSelected->getAbsCoor());
320    }
321  }
322}
323
324
325/**
326 *  switches to from one meny layer to an other
327 * @param layer1 from layer
328 * @param layer2 to layer
329 */
330void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
331{
332  // wrong sizes
333  if(layer1 >= this->menuLayer.size() || layer2 >= this->menuLayer.size())
334    return;
335
336
337  PRINTF(0)("Removing layer %i\n", layer1);
338  std::vector<ImageEntity*>::iterator it;
339  // fade old menu
340  for( it = this->menuLayer[layer1]->menuList.begin(); it != this->menuLayer[layer1]->menuList.end(); it++ )
341  {
342    (*it)->setVisibility(false);
343  }
344
345
346  PRINTF(0)("Showing layer %i\n", layer1);
347  // beam here the new menu
348  for( it = this->menuLayer[layer2]->menuList.begin(); it != this->menuLayer[layer2]->menuList.end(); it++ )
349  {
350    (*it)->setVisibility(true);
351  }
352
353  this->layerIndex = layer2;
354}
355
356
357
358
359/**********************************************************************************************
360    SimpleGameMenuData
361 **********************************************************************************************/
362
363
364/**
365 * SimpleGameMenuData constructor
366 */
367SimpleGameMenuData::SimpleGameMenuData()
368{}
369
370/**
371 * SimpleGameMenuData decontructor
372 */
373SimpleGameMenuData::~SimpleGameMenuData()
374{}
375
376
377/**
378 *  initialize the GameWorldDataData
379 */
380ErrorMessage SimpleGameMenuData::init()
381{
382  /* call underlying function */
383  GameWorldData::init();
384}
385
386
387/**
388 *  loads the GUI data
389 * @param root reference to the xml root element
390 */
391ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
392{
393  /* call underlying function */
394  GameWorldData::loadGUI(root);
395}
396
397
398/**
399 *  unloads the GUI data
400 */
401ErrorMessage SimpleGameMenuData::unloadGUI()
402{
403  /* call underlying function */
404  GameWorldData::unloadGUI();
405}
406
407
408/**
409 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
410 * @param root reference to the xml root parameter
411 */
412ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
413{
414  TiXmlElement* element = root->FirstChildElement("WorldEntities");
415
416  if( element != NULL)
417  {
418    element = element->FirstChildElement();
419    PRINTF(4)("Loading WorldEntities\n");
420    while( element != NULL)
421    {
422      BaseObject* created = Factory::fabricate(element);
423      if( created != NULL )
424        printf("Created a %s: %s\n", created->getClassName(), created->getName());
425
426      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
427        this->sky = dynamic_cast<WorldEntity*>(created);
428      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
429        this->terrain = dynamic_cast<Terrain*>(created);
430      element = element->NextSiblingElement();
431    }
432    PRINTF(4)("Done loading WorldEntities\n");
433  }
434
435  /* init the pnode tree */
436  PNode::getNullParent()->init();
437}
438
439
440/**
441 *  unloads the world entities from the xml file
442 */
443ErrorMessage SimpleGameMenuData::unloadWorldEntities()
444{
445  /* call underlying function */
446  GameWorldData::unloadWorldEntities();
447}
448
449
450/**
451 *  loads the scene data
452 * @param root reference to the xml root element
453 */
454ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
455{
456  /* call underlying function */
457  GameWorldData::loadScene(root);
458}
459
460
461/**
462 *  unloads the scene data
463 */
464ErrorMessage SimpleGameMenuData::unloadScene()
465{
466  /* call underlying function */
467  GameWorldData::unloadScene();
468}
469
470
471
Note: See TracBrowser for help on using the repository browser.