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source: code/branches/core4/src/core/Game.h @ 3246

Last change on this file since 3246 was 3245, checked in by rgrieder, 15 years ago

Moved Game::getLevel to LevelManager::getStartLevel and Game::setLevel to LevelManager::setStartLevel.

  • 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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39
40#include <cassert>
41#include <list>
42#include <map>
43#include <string>
44#include <vector>
45#include <boost/shared_ptr.hpp>
46#include <boost/preprocessor/cat.hpp>
47
48#include "util/Debug.h"
49#include "OrxonoxClass.h"
50
51/**
52@def
53    Adds a new GameState to the Game. The second parameter is the name as string
54    and every following paramter is a constructor argument (which is usually non existent)
55*/
56#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
57    static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
58
59// tolua_begin
60namespace orxonox
61{
62    /**
63    @brief
64        Main class responsible for running the game.
65    */
66    class _CoreExport Game : public OrxonoxClass
67    {
68    public:
69        Game(int argc, char** argv);
70        ~Game();
71        void setConfigValues();
72
73        void setStateHierarchy(const std::string& str);
74        GameState* getState(const std::string& name);
75
76        void run();
77        void stop();
78
79        void requestState(const std::string& name);
80        void requestStates(const std::string& names);
81        void popState();
82
83        const Clock& getGameClock() { return *this->gameClock_; }
84
85        float getAvgTickTime() { return this->avgTickTime_; }
86        float getAvgFPS()      { return this->avgFPS_; }
87
88        void addTickTime(uint32_t length);
89
90        template <class T>
91        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
92        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
93
94    private:
95        class _CoreExport GameStateFactory
96        {
97        public:
98            virtual ~GameStateFactory() { }
99            static GameState* fabricate(const std::string& className, const GameStateConstrParams& params);
100            template <class T>
101            static void createFactory(const std::string& className)
102                { factories_s[className] = new TemplateGameStateFactory<T>(); }
103            static void destroyFactories();
104        private:
105            virtual GameState* fabricate(const GameStateConstrParams& params) = 0;
106            static std::map<std::string, GameStateFactory*> factories_s;
107        };
108        template <class T>
109        class TemplateGameStateFactory : public GameStateFactory
110        {
111        public:
112            GameState* fabricate(const GameStateConstrParams& params)
113                { return new T(params); }
114        };
115
116        struct GameStateInfo
117        {
118            std::string stateName;
119            std::string className;
120            bool bIgnoreTickTime;
121            bool bGraphicsMode;
122        };
123
124        struct StatisticsTickInfo
125        {
126            uint64_t    tickTime;
127            uint32_t    tickLength;
128        };
129
130        Game(Game&); // don't mess with singletons
131
132        void loadState(GameState* state);
133        void unloadState(GameState* state);
134
135        std::map<std::string, GameState*>    gameStates_;
136        std::vector<GameState*>              activeStates_;
137        boost::shared_ptr<GameStateTreeNode> rootStateNode_;
138        boost::shared_ptr<GameStateTreeNode> activeStateNode_;
139        std::vector<boost::shared_ptr<GameStateTreeNode> > requestedStateNodes_;
140
141        Core*                           core_;
142        Clock*                          gameClock_;
143
144        bool                            bChangingState_;
145        bool                            bAbort_;
146
147        // variables for time statistics
148        uint64_t                        statisticsStartTime_;
149        std::list<StatisticsTickInfo>   statisticsTickTimes_;
150        uint32_t                        periodTime_;
151        uint32_t                        periodTickTime_;
152        float                           avgFPS_;
153        float                           avgTickTime_;
154
155        // config values
156        unsigned int                    statisticsRefreshCycle_;
157        unsigned int                    statisticsAvgLength_;
158
159        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
160        static Game* singletonRef_s;        //!< Pointer to the Singleton
161    };
162
163    template <class T>
164    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
165    {
166        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(getLowercase(stateName));
167        if (it == gameStateDeclarations_s.end())
168        {
169            GameStateInfo& info = gameStateDeclarations_s[getLowercase(stateName)];
170            info.stateName = stateName;
171            info.className = className;
172            info.bIgnoreTickTime = bIgnoreTickTime;
173            info.bGraphicsMode = bGraphicsMode;
174        }
175        else
176        {
177            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
178            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
179        }
180
181        // Create a factory to delay GameState creation
182        GameStateFactory::createFactory<T>(className);
183
184        // just a required dummy return value
185        return true;
186    }
187}
188
189#endif /* _Game_H__ */
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