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source: code/archive/tutorial2/src/orxonox/gamestates/GSRoot.cc @ 12380

Last change on this file since 12380 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 6.2 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 "GSRoot.h"
30
31#include "util/Clock.h"
32#include "core/BaseObject.h"
33#include "core/Game.h"
34#include "core/GameMode.h"
35#include "core/command/ConsoleCommand.h"
36#include "network/NetworkFunction.h"
37#include "tools/Timer.h"
38#include "tools/interfaces/Tickable.h"
39
40#include "GSLevel.h"
41
42namespace orxonox
43{
44    DeclareGameState(GSRoot, "root", false, false);
45
46    static const std::string __CC_setTimeFactor_name = "setTimeFactor";
47    static const std::string __CC_getTimeFactor_name = "getTimeFactor";
48    static const std::string __CC_setPause_name = "setPause";
49    static const std::string __CC_pause_name = "pause";
50
51    /*static*/ bool GSRoot::startMainMenu_s = false;
52
53    SetConsoleCommand("printObjects", &GSRoot::printObjects).hide();
54    SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0);
55    SetConsoleCommand(__CC_getTimeFactor_name, &GSRoot::getTimeFactor).accessLevel(AccessLevel::Master);
56    SetConsoleCommand(__CC_setPause_name,      &GSRoot::setPause     ).accessLevel(AccessLevel::Master).hide();
57    SetConsoleCommand(__CC_pause_name,         &GSRoot::pause        ).accessLevel(AccessLevel::Master);
58
59    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
60
61    GSRoot::GSRoot(const GameStateInfo& info)
62        : GameState(info)
63        , bPaused_(false)
64        , timeFactorPauseBackup_(1.0f)
65    {
66    }
67
68    GSRoot::~GSRoot()
69    {
70        NetworkFunctionBase::destroyAllNetworkFunctions();
71    }
72
73    void GSRoot::printObjects()
74    {
75        unsigned int nr=0;
76        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
77        {
78            if (dynamic_cast<Synchronisable*>(*it))
79                orxout(debug_output) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << endl;
80            else
81                orxout(debug_output) << "object: " << it->getIdentifier()->getName() << endl;
82            nr++;
83        }
84        orxout(debug_output) << "currently got " << nr << " objects" << endl;
85    }
86
87    void GSRoot::activate()
88    {
89        // reset game speed to normal
90        TimeFactorListener::setTimeFactor(1.0f);
91
92        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this);
93        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(this);
94        ModifyConsoleCommand(__CC_setPause_name).setObject(this);
95        ModifyConsoleCommand(__CC_pause_name).setObject(this);
96    }
97
98    void GSRoot::deactivate()
99    {
100        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(0);
101        ModifyConsoleCommand(__CC_getTimeFactor_name).setObject(0);
102        ModifyConsoleCommand(__CC_setPause_name).setObject(0);
103        ModifyConsoleCommand(__CC_pause_name).setObject(0);
104    }
105
106    void GSRoot::update(const Clock& time)
107    {
108        if(startMainMenu_s)
109        {
110            delayedStartMainMenu();
111            startMainMenu_s = false;
112        }
113
114        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
115        {
116            Timer* object = *it;
117            ++it;
118            object->tick(time);
119        }
120
121        /*** HACK *** HACK ***/
122        // Call the Tickable objects
123        float leveldt = time.getDeltaTime();
124        if (leveldt > 1.0f)
125        {
126            // just loaded
127            leveldt = 0.0f;
128        }
129        float realdt = leveldt * TimeFactorListener::getTimeFactor();
130        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
131        {
132            Tickable* object = *it;
133            ++it;
134            object->tick(realdt);
135        }
136        /*** HACK *** HACK ***/
137    }
138
139    /**
140    @brief
141        Changes the speed of Orxonox
142    @remark
143        This function is a hack when placed here!
144        Timefactor should be related to the scene (level or so), not the game
145    */
146    void GSRoot::setTimeFactor(float factor)
147    {
148        if (GameMode::isMaster())
149        {
150            if (!this->bPaused_)
151            {
152                TimeFactorListener::setTimeFactor(factor);
153            }
154            else
155                this->timeFactorPauseBackup_ = factor;
156        }
157    }
158
159    float GSRoot::getTimeFactor()
160    {
161        return TimeFactorListener::getTimeFactor();
162    }
163
164    void GSRoot::pause()
165    {
166        if (GameMode::isMaster())
167        {
168            if (!this->bPaused_)
169            {
170                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
171                this->setTimeFactor(0.0f);
172                this->bPaused_ = true;
173            }
174            else
175            {
176                this->bPaused_ = false;
177                this->setTimeFactor(this->timeFactorPauseBackup_);
178            }
179        }
180    }
181
182    void GSRoot::setPause(bool pause)
183    {
184        if (GameMode::isMaster())
185        {
186            if (pause != this->bPaused_)
187                this->pause();
188        }
189    }
190
191    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
192    {
193        if (!GameMode::isStandalone())
194            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, NETWORK_PEER_ID_BROADCAST, factor_new);
195    }
196
197    /*static*/ void GSRoot::delayedStartMainMenu(void)
198    {
199        if(!startMainMenu_s)
200            startMainMenu_s = true;
201        else
202            GSLevel::startMainMenu();
203    }
204
205}
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