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source: code/branches/OrxyRoad_FS18/src/libraries/core/Game.h @ 11972

Last change on this file since 11972 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 7.9 KB
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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 *      ...
26 *
27 */
28
29/**
30@file
31@ingroup Management CoreGame
32@brief
33    Declaration of Game Singleton which is responsible for running the game.
34 */
35
36#ifndef _Game_H__
37#define _Game_H__
38
39#include "CorePrereqs.h"
40
41#include <cassert>
42#include <list>
43#include <map>
44#include <string>
45#include <vector>
46#include <memory>
47#include <boost/preprocessor/cat.hpp>
48
49#include "util/Output.h"
50#include "util/DestructionHelper.h"
51#include "util/Singleton.h"
52
53/**
54@brief
55    Adds a new GameState to the Game. The second parameter is the name as string
56    and every following parameter is a constructor argument (which is usually non existent)
57*/
58#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
59    static bool BOOST_PP_CAT(bGameStateDummy_##className, __UNIQUE_NUMBER__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
60// tolua_begin
61namespace orxonox
62{
63// tolua_end
64
65    //! Helper object required before GameStates are being constructed
66    struct GameStateInfo
67    {
68        std::string stateName;
69        std::string className;
70        bool bIgnoreTickTime;
71        bool bGraphicsMode;
72    };
73
74    /**
75    @brief
76        Main class responsible for running the game.
77    @remark
78        You should only create this singleton once because it owns the Core class! (see remark there)
79    */
80// tolua_begin
81    class _CoreExport Game
82// tolua_end
83        : public Singleton<Game>
84    { // tolua_export
85        friend class Singleton<Game>;
86        typedef std::vector<std::shared_ptr<GameState>> GameStateVector;
87        typedef std::map<std::string, std::shared_ptr<GameState>> GameStateMap;
88        typedef std::shared_ptr<GameStateTreeNode> GameStateTreeNodePtr;
89
90    public:
91        Game(const std::string& cmdLine);
92
93        //! Leave empty and use cleanup() instead
94        ~Game() = default;
95        /// Destructor that also executes when object fails to construct
96        void destroy();
97
98        void setStateHierarchy(const std::string& str);
99        std::shared_ptr<GameState> getState(const std::string& name);
100
101        void run();
102        void stop();
103
104        static Game& getInstance(){ return Singleton<Game>::getInstance(); } // tolua_export
105
106        void requestState(const std::string& name); //tolua_export
107        void requestStates(const std::string& names); //tolua_export
108        void popState(); //tolua_export
109
110        const Clock& getGameClock() { return *this->gameClock_; }
111
112        float getAvgTickTime() { return this->avgTickTime_; }
113        float getAvgFPS()      { return this->avgFPS_; }
114
115        void subtractTickTime(int32_t length);
116
117        template <class T>
118        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
119
120    private:
121        class _CoreExport GameStateFactory
122        {
123        public:
124            virtual ~GameStateFactory() = default;
125            static std::shared_ptr<GameState> fabricate(const GameStateInfo& info);
126            template <class T>
127            static void createFactory(const std::string& className)
128                { getFactories()[className].reset(new TemplateGameStateFactory<T>()); }
129
130            virtual std::shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0;
131            static std::map<std::string, std::shared_ptr<GameStateFactory>>& getFactories();
132        };
133        template <class T>
134        class TemplateGameStateFactory : public GameStateFactory
135        {
136        public:
137            virtual std::shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) override
138                { return std::shared_ptr<GameState>(std::make_shared<T>(info)); }
139        };
140
141        struct StatisticsTickInfo
142        {
143            uint64_t    tickTime;
144            uint32_t    tickLength;
145        };
146
147        // non-copyable:
148        Game(const Game&) = delete;
149        Game& operator=(const Game&) = delete;
150
151        void loadGraphics();
152        void unloadGraphics(bool loadGraphicsManagerWithoutRenderer = true);
153
154        void parseStates(std::vector<std::pair<std::string, int>>::const_iterator& it, std::shared_ptr<GameStateTreeNode> currentNode);
155        bool checkState(const std::string& name) const;
156        void loadState(const std::string& name);
157        void unloadState(const std::string& name);
158
159        // Main loop structuring
160        void updateGameStateStack();
161        void updateGameStates();
162        void updateStatistics();
163        void updateFPSLimiter();
164
165        // ScopeGuard helper function
166        void resetChangingState() { this->bChangingState_ = false; }
167
168        Clock*                             gameClock_;
169        Core*                              core_;
170
171        GameStateMap                       constructedStates_;
172        GameStateVector                    loadedStates_;
173        GameStateTreeNodePtr               rootStateNode_;
174        GameStateTreeNodePtr               loadedTopStateNode_;
175        std::vector<GameStateTreeNodePtr>  requestedStateNodes_;
176
177        bool                               bChangingState_;
178        bool                               bAbort_;
179
180        // variables for time statistics
181        uint64_t                           statisticsStartTime_;
182        std::list<StatisticsTickInfo>      statisticsTickTimes_;
183        uint32_t                           periodTime_;
184        uint32_t                           periodTickTime_;
185        float                              avgFPS_;
186        float                              avgTickTime_;
187        int                                excessSleepTime_;
188        unsigned int                       minimumSleepTime_;
189
190        /// Helper object that stores the config values
191        GameConfig*                        config_;
192
193        /// Helper object that executes the surrogate destructor destroy()
194        DestructionHelper<Game>            destructionHelper_;
195
196        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
197        static Game* singletonPtr_s;        //!< Pointer to the Singleton
198    }; //tolua_export
199
200    template <class T>
201    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
202    {
203        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName);
204        if (it == gameStateDeclarations_s.end())
205        {
206            GameStateInfo& info = gameStateDeclarations_s[stateName];
207            info.stateName = stateName;
208            info.className = className;
209            info.bIgnoreTickTime = bIgnoreTickTime;
210            info.bGraphicsMode = bGraphicsMode;
211        }
212        else
213        {
214            orxout(internal_warning) << "Cannot declare two GameStates with the same name." << endl;
215            orxout(internal_warning) << "Ignoring second one ('" << stateName << "')." << endl;
216        }
217
218        // Create a factory to delay GameState creation
219        GameStateFactory::createFactory<T>(className);
220
221        // just a required dummy return value
222        return true;
223    }
224} //tolua_export
225
226#endif /* _Game_H__ */
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