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source: code/archive/ggz2/src/modules/gamestates/GSMainMenu.cc @ 10233

Last change on this file since 10233 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 4.8 KB
Line 
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 *      ...
26 *
27 */
28
29#include "GSMainMenu.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/input/InputManager.h"
34#include "core/input/InputState.h"
35#include "core/Game.h"
36#include "core/Clock.h"
37#include "core/ConsoleCommand.h"
38#include "core/GraphicsManager.h"
39#include "core/GUIManager.h"
40#include "Scene.h"
41#include "sound/SoundMainMenu.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSMainMenu, "mainMenu", false, true);
46
47    GSMainMenu::GSMainMenu(const GameStateInfo& info)
48        : GameState(info)
49        , inputState_(0)
50    {
51        inputState_ = InputManager::getInstance().createInputState("mainMenu");
52        inputState_->setHandler(GUIManager::getInstancePtr());
53        inputState_->setJoyStickHandler(&InputHandler::EMPTY);
54        inputState_->setIsExclusiveMouse(false);
55
56        // create an empty Scene
57        this->scene_ = new Scene(0);
58        // and a Camera
59        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
60    }
61
62    GSMainMenu::~GSMainMenu()
63    {
64        InputManager::getInstance().destroyState("mainMenu");
65
66        this->scene_->getSceneManager()->destroyCamera(this->camera_);
67        delete this->scene_;
68    }
69
70    void GSMainMenu::activate()
71    {
72        // show main menu
73        GUIManager::getInstance().showGUI("MainMenu");
74        GUIManager::getInstance().setCamera(this->camera_);
75        GraphicsManager::getInstance().setCamera(this->camera_);
76
77        {
78            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
79            functor->setObject(this);
80            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
81            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
82        }
83        {
84            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
85            functor->setObject(this);
86            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
87            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
88        }
89        {
90            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
91            functor->setObject(this);
92            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
93            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
94        }
95        {
96            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
97            functor->setObject(this);
98            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
99            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
100        }
101
102        InputManager::getInstance().enterState("mainMenu");
103
104        this->ambient_ = new SoundMainMenu();
105        this->ambient_->play(true);
106    }
107
108    void GSMainMenu::deactivate()
109    {
110        delete this->ambient_;
111
112        InputManager::getInstance().leaveState("mainMenu");
113
114        GUIManager::getInstance().setCamera(0);
115        GraphicsManager::getInstance().setCamera(0);
116
117/*
118        if (this->ccStartGame_)
119        {
120            delete this->ccStartGame_;
121            this->ccStartGame_ = 0;
122        }
123*/
124    }
125
126    void GSMainMenu::update(const Clock& time)
127    {
128    }
129
130    void GSMainMenu::startStandalone()
131    {
132        // HACK - HACK
133        Game::getInstance().popState();
134        Game::getInstance().requestStates("standalone, level");
135    }
136
137    void GSMainMenu::startServer()
138    {
139        // HACK - HACK
140        Game::getInstance().popState();
141        Game::getInstance().requestStates("server, level");
142    }
143
144    void GSMainMenu::startClient()
145    {
146        // HACK - HACK
147        Game::getInstance().popState();
148        Game::getInstance().requestStates("client, level");
149    }
150
151    void GSMainMenu::startDedicated()
152    {
153        // HACK - HACK
154        Game::getInstance().popState();
155        Game::getInstance().popState();
156        Game::getInstance().requestStates("dedicated, level");
157    }
158}
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