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source: code/branches/core4/src/orxonox/gamestates/GSMainMenu.cc @ 5839

Last change on this file since 5839 was 3279, checked in by rgrieder, 15 years ago

Heavy clean up in the InputManager; not many real code changes though.
And temporary hack-fixed a problem in the Keybinder with std::vector.reserve(1000) ;)

  • 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 "objects/Scene.h"
39#include "gui/GUIManager.h"
40#include "sound/SoundMainMenu.h"
41#include "GraphicsManager.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSMainMenu, "mainMenu", false, true);
46
47    GSMainMenu::GSMainMenu(const GameStateConstrParams& params)
48        : GameState(params)
49        , inputState_(0)
50    {
51    }
52
53    GSMainMenu::~GSMainMenu()
54    {
55    }
56
57    void GSMainMenu::activate()
58    {
59        inputState_ = InputManager::getInstance().createInputState("mainMenu");
60        inputState_->setHandler(GUIManager::getInstancePtr());
61        inputState_->setJoyStickHandler(&InputHandler::EMPTY);
62
63        // create an empty Scene
64        this->scene_ = new Scene(0);
65        // and a Camera
66        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
67
68        // show main menu
69        GUIManager::getInstance().showGUI("mainmenu_3");
70        GUIManager::getInstance().setCamera(this->camera_);
71        GraphicsManager::getInstance().setCamera(this->camera_);
72
73        {
74            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
75            functor->setObject(this);
76            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
77            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
78        }
79        {
80            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
81            functor->setObject(this);
82            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
83            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
84        }
85        {
86            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
87            functor->setObject(this);
88            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
89            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
90        }
91        {
92            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
93            functor->setObject(this);
94            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
95            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
96        }
97
98        InputManager::getInstance().enterState("mainMenu");
99
100        this->ambient_ = new SoundMainMenu();
101        this->ambient_->play(true);
102    }
103
104    void GSMainMenu::deactivate()
105    {
106        delete this->ambient_;
107
108        InputManager::getInstance().leaveState("mainMenu");
109        InputManager::getInstance().destroyState("mainMenu");
110
111        GUIManager::getInstance().setCamera(0);
112        GraphicsManager::getInstance().setCamera(0);
113        this->scene_->getSceneManager()->destroyCamera(this->camera_);
114        delete this->scene_;
115
116/*
117        if (this->ccStartGame_)
118        {
119            delete this->ccStartGame_;
120            this->ccStartGame_ = 0;
121        }
122*/
123    }
124
125    void GSMainMenu::update(const Clock& time)
126    {
127    }
128
129    void GSMainMenu::startStandalone()
130    {
131        // HACK - HACK
132        Game::getInstance().popState();
133        Game::getInstance().requestStates("standalone, level");
134    }
135
136    void GSMainMenu::startServer()
137    {
138        // HACK - HACK
139        Game::getInstance().popState();
140        Game::getInstance().requestStates("server, level");
141    }
142
143    void GSMainMenu::startClient()
144    {
145        // HACK - HACK
146        Game::getInstance().popState();
147        Game::getInstance().requestStates("client, level");
148    }
149
150    void GSMainMenu::startDedicated()
151    {
152        // HACK - HACK
153        Game::getInstance().popState();
154        Game::getInstance().popState();
155        Game::getInstance().requestStates("dedicated, level");
156    }
157}
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