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source: code/archive/ggz2/src/modules/gamestates/GSGraphics.cc @ 9937

Last change on this file since 9937 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Benjamin Knecht
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of Graphics GameState class.
33 */
34
35#include "GSGraphics.h"
36
37#include "util/Convert.h"
38#include "core/Clock.h"
39#include "core/CommandExecutor.h"
40#include "core/ConsoleCommand.h"
41#include "core/Core.h"
42#include "core/Game.h"
43#include "core/GUIManager.h"
44#include "core/input/InputManager.h"
45#include "core/input/KeyBinder.h"
46#include "core/input/InputState.h"
47#include "core/Loader.h"
48#include "core/XMLFile.h"
49#include "overlays/InGameConsole.h"
50#include "sound/SoundManager.h"
51
52// HACK:
53#include "overlays/Map.h"
54
55namespace orxonox
56{
57    DeclareGameState(GSGraphics, "graphics", false, true);
58
59    GSGraphics::GSGraphics(const GameStateInfo& info)
60        : GameState(info)
61        , console_(0)
62        , soundManager_(0)
63        , masterKeyBinder_(0)
64        , masterInputState_(0)
65        , debugOverlay_(0)
66    {
67        // load master key bindings
68        masterInputState_ = InputManager::getInstance().createInputState("master", true);
69        masterKeyBinder_ = new KeyBinder();
70        masterInputState_->setKeyHandler(masterKeyBinder_);
71    }
72
73    GSGraphics::~GSGraphics()
74    {
75        InputManager::getInstance().destroyState("master");
76        delete this->masterKeyBinder_;
77    }
78
79    /**
80    @brief
81        This function is called when we enter this game state.
82
83        Since graphics is very important for our game this function does quite a lot:
84        \li starts graphics manager
85        \li loads debug overlay
86        \li manages render window
87        \li creates input manager
88        \li loads master key bindings
89        \li loads the SoundManager
90        \li loads ingame console
91        \li loads GUI interface (GUIManager)
92        \li creates console command to toggle GUI
93    */
94    void GSGraphics::activate()
95    {
96        // load debug overlay
97        COUT(3) << "Loading Debug Overlay..." << std::endl;
98        this->debugOverlay_ = new XMLFile("debug.oxo");
99        Loader::open(debugOverlay_);
100
101        masterKeyBinder_->loadBindings("masterKeybindings.ini");
102
103        // Load the SoundManager
104        soundManager_ = new SoundManager();
105
106        // Load the InGameConsole
107        console_ = new InGameConsole();
108        console_->initialise();
109
110        // add console command to toggle GUI
111        FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI);
112        functor->setObject(this);
113        this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
114        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
115
116        // enable master input
117        InputManager::getInstance().enterState("master");
118    }
119
120    /**
121    @brief
122        This function is called when the game state is left
123
124        Created references, input states and console commands are deleted.
125    */
126    void GSGraphics::deactivate()
127    {
128/*
129        if (this->ccToggleGUI_)
130        {
131            delete this->ccToggleGUI_;
132            this->ccToggleGUI_ = 0;
133        }
134*/
135
136        delete this->console_;
137
138        Loader::unload(this->debugOverlay_);
139        delete this->debugOverlay_;
140
141        delete this->soundManager_;
142
143        // HACK: (destroys a resource smart pointer)
144        Map::hackDestroyMap();
145    }
146
147    /**
148    @brief
149        Toggles the visibility of the current GUI
150
151        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
152        For more details on this function check out the Lua code.
153    */
154    void GSGraphics::toggleGUI()
155    {
156        GUIManager::getInstance().executeCode("toggleGUI()");
157    }
158
159    /**
160    @note
161        A note about the Ogre::FrameListener: Even though we don't use them,
162        they still get called. However, the delta times are not correct (except
163        for timeSinceLastFrame, which is the most important). A little research
164        as shown that there is probably only one FrameListener that doesn't even
165        need the time. So we shouldn't run into problems.
166    */
167    void GSGraphics::update(const Clock& time)
168    {
169        if (this->getActivity().topState)
170        {
171            // This state can not 'survive' on its own.
172            // Load a user interface therefore
173            Game::getInstance().requestState("mainMenu");
174        }
175
176        this->console_->update(time);
177    }
178}
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