1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * Benjamin Knecht |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Implementation of Graphics GameState class. |
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33 | */ |
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34 | |
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35 | #include "GSGraphics.h" |
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36 | |
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37 | #include <boost/filesystem.hpp> |
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38 | #include <OgreRenderWindow.h> |
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39 | |
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40 | #include "util/Convert.h" |
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41 | #include "core/Clock.h" |
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42 | #include "core/CommandExecutor.h" |
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43 | #include "core/ConsoleCommand.h" |
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44 | #include "core/Core.h" |
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45 | #include "core/Game.h" |
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46 | #include "core/GameMode.h" |
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47 | #include "core/input/InputManager.h" |
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48 | #include "core/input/KeyBinder.h" |
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49 | #include "core/input/InputState.h" |
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50 | #include "core/Loader.h" |
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51 | #include "core/XMLFile.h" |
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52 | #include "overlays/console/InGameConsole.h" |
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53 | #include "gui/GUIManager.h" |
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54 | #include "sound/SoundManager.h" |
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55 | #include "GraphicsManager.h" |
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56 | |
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57 | namespace orxonox |
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58 | { |
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59 | DeclareGameState(GSGraphics, "graphics", true, true); |
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60 | |
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61 | GSGraphics::GSGraphics(const GameStateConstrParams& params) |
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62 | : GameState(params) |
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63 | , inputManager_(0) |
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64 | , console_(0) |
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65 | , guiManager_(0) |
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66 | , graphicsManager_(0) |
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67 | , soundManager_(0) |
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68 | , masterKeyBinder_(0) |
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69 | , masterInputState_(0) |
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70 | , debugOverlay_(0) |
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71 | { |
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72 | } |
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73 | |
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74 | GSGraphics::~GSGraphics() |
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75 | { |
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76 | } |
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77 | |
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78 | /** |
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79 | @brief |
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80 | This function is called when we enter this game state. |
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81 | |
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82 | Since graphics is very important for our game this function does quite a lot: |
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83 | \li starts graphics manager |
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84 | \li loads debug overlay |
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85 | \li manages render window |
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86 | \li creates input manager |
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87 | \li loads master key bindings |
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88 | \li loads the SoundManager |
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89 | \li loads ingame console |
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90 | \li loads GUI interface (GUIManager) |
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91 | \li creates console command to toggle GUI |
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92 | */ |
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93 | void GSGraphics::activate() |
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94 | { |
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95 | GameMode::setShowsGraphics(true); |
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96 | |
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97 | // Load OGRE including the render window |
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98 | this->graphicsManager_ = new GraphicsManager(); |
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99 | |
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100 | // load debug overlay |
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101 | COUT(3) << "Loading Debug Overlay..." << std::endl; |
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102 | this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string()); |
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103 | Loader::open(debugOverlay_); |
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104 | |
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105 | // The render window width and height are used to set up the mouse movement. |
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106 | size_t windowHnd = 0; |
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107 | Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow(); |
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108 | renderWindow->getCustomAttribute("WINDOW", &windowHnd); |
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109 | |
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110 | // Calls the InputManager which sets up the input devices. |
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111 | inputManager_ = new InputManager(windowHnd); |
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112 | |
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113 | // load master key bindings |
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114 | masterInputState_ = InputManager::getInstance().createInputState("master", true); |
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115 | masterKeyBinder_ = new KeyBinder(); |
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116 | masterKeyBinder_->loadBindings("masterKeybindings.ini"); |
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117 | masterInputState_->setKeyHandler(masterKeyBinder_); |
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118 | |
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119 | // Load the SoundManager |
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120 | soundManager_ = new SoundManager(); |
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121 | |
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122 | // Load the InGameConsole |
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123 | console_ = new InGameConsole(); |
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124 | console_->initialise(); |
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125 | |
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126 | // load the CEGUI interface |
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127 | guiManager_ = new GUIManager(); |
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128 | guiManager_->initialise(renderWindow); |
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129 | |
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130 | // add console command to toggle GUI |
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131 | FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI); |
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132 | functor->setObject(this); |
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133 | this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI"); |
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134 | CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_); |
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135 | |
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136 | // enable master input |
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137 | InputManager::getInstance().enterState("master"); |
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138 | } |
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139 | |
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140 | /** |
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141 | @brief |
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142 | This function is called when the game state is left |
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143 | |
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144 | Created references, input states and console commands are deleted. |
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145 | */ |
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146 | void GSGraphics::deactivate() |
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147 | { |
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148 | /* |
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149 | if (this->ccToggleGUI_) |
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150 | { |
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151 | delete this->ccToggleGUI_; |
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152 | this->ccToggleGUI_ = 0; |
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153 | } |
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154 | */ |
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155 | |
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156 | masterInputState_->setHandler(0); |
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157 | InputManager::getInstance().destroyState("master"); |
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158 | delete this->masterKeyBinder_; |
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159 | |
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160 | delete this->guiManager_; |
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161 | delete this->console_; |
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162 | |
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163 | Loader::unload(this->debugOverlay_); |
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164 | delete this->debugOverlay_; |
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165 | |
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166 | delete this->soundManager_; |
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167 | |
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168 | delete this->inputManager_; |
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169 | this->inputManager_ = 0; |
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170 | |
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171 | delete graphicsManager_; |
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172 | |
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173 | GameMode::setShowsGraphics(false); |
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174 | } |
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175 | |
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176 | /** |
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177 | @brief |
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178 | Toggles the visibility of the current GUI |
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179 | |
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180 | This function just executes a Lua function in the main script of the GUI by accessing the GUIManager. |
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181 | For more details on this function check out the Lua code. |
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182 | */ |
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183 | void GSGraphics::toggleGUI() |
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184 | { |
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185 | GUIManager::getInstance().executeCode("toggleGUI()"); |
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186 | } |
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187 | |
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188 | /** |
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189 | @note |
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190 | A note about the Ogre::FrameListener: Even though we don't use them, |
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191 | they still get called. However, the delta times are not correct (except |
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192 | for timeSinceLastFrame, which is the most important). A little research |
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193 | as shown that there is probably only one FrameListener that doesn't even |
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194 | need the time. So we shouldn't run into problems. |
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195 | */ |
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196 | void GSGraphics::update(const Clock& time) |
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197 | { |
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198 | if (this->getActivity().topState) |
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199 | { |
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200 | // This state can not 'survive' on its own. |
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201 | // Load a user interface therefore |
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202 | Game::getInstance().requestState("mainMenu"); |
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203 | } |
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204 | |
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205 | uint64_t timeBeforeTick = time.getRealMicroseconds(); |
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206 | |
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207 | this->inputManager_->update(time); |
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208 | this->console_->update(time); |
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209 | |
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210 | uint64_t timeAfterTick = time.getRealMicroseconds(); |
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211 | |
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212 | // Also add our tick time |
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213 | Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); |
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214 | |
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215 | // Process gui events |
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216 | this->guiManager_->update(time); |
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217 | // Render |
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218 | this->graphicsManager_->update(time); |
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219 | } |
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220 | } |
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