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source: code/branches/core5/src/orxonox/gamestates/GSMainMenu.cc @ 5925

Last change on this file since 5925 was 5920, checked in by scheusso, 15 years ago

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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#include "GSMainMenu.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/input/InputManager.h"
34#include "core/input/InputState.h"
35#include "core/input/KeyBinderManager.h"
36#include "core/Game.h"
37#include "core/ConsoleCommand.h"
38#include "core/GraphicsManager.h"
39#include "core/GUIManager.h"
40#include "Scene.h"
41#include "sound/AmbientSound.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSMainMenu, "mainMenu", false, true);
46
47    GSMainMenu::GSMainMenu(const GameStateInfo& info)
48        : GameState(info)
49        , inputState_(0)
50    {
51        inputState_ = InputManager::getInstance().createInputState("mainMenu");
52        inputState_->setMouseMode(MouseMode::Nonexclusive);
53        inputState_->setHandler(GUIManager::getInstancePtr());
54        inputState_->setKeyHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
55        inputState_->setJoyStickHandler(&InputHandler::EMPTY);
56
57        // create an empty Scene
58        this->scene_ = new Scene(NULL);
59        this->scene_->setSyncMode( 0x0 );
60        // and a Camera
61        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
62        if (GameMode::playsSound())
63        {
64            // Load sound
65            this->ambient_ = new AmbientSound(0);
66            this->ambient_->setSource("ambient/mainmenu.wav");
67        }
68    }
69
70    GSMainMenu::~GSMainMenu()
71    {
72        if (GameMode::playsSound())
73            delete this->ambient_;
74
75        InputManager::getInstance().destroyState("mainMenu");
76
77        this->scene_->getSceneManager()->destroyCamera(this->camera_);
78        this->scene_->destroy();
79    }
80
81    void GSMainMenu::activate()
82    {
83        // show main menu
84        GUIManager::getInstance().showGUI("MainMenu");
85        GUIManager::getInstance().setCamera(this->camera_);
86        GraphicsManager::getInstance().setCamera(this->camera_);
87
88        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startStandalone), "startGame"));
89        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startServer), "startServer"));
90        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startClient), "startClient"));
91        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startDedicated), "startDedicated"));
92        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startMainMenu), "startMainMenu"));
93        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startIOConsole), "startIOConsole"));
94
95        KeyBinderManager::getInstance().setToDefault();
96        InputManager::getInstance().enterState("mainMenu");
97
98        if (GameMode::playsSound())
99        {
100            this->ambient_->setLoop(true);
101            this->ambient_->play();
102        }
103    }
104
105    void GSMainMenu::deactivate()
106    {
107        if (GameMode::playsSound())
108        {
109            this->ambient_->stop();
110        }
111
112        InputManager::getInstance().leaveState("mainMenu");
113
114        GUIManager::getInstance().setCamera(0);
115        GraphicsManager::getInstance().setCamera(0);
116    }
117
118    void GSMainMenu::update(const Clock& time)
119    {
120    }
121
122    void GSMainMenu::startStandalone()
123    {
124        // HACK - HACK
125        Game::getInstance().popState();
126        Game::getInstance().requestStates("standalone, level");
127    }
128
129    void GSMainMenu::startServer()
130    {
131        // HACK - HACK
132        Game::getInstance().popState();
133        Game::getInstance().requestStates("server, level");
134    }
135
136    void GSMainMenu::startClient()
137    {
138        // HACK - HACK
139        Game::getInstance().popState();
140        Game::getInstance().requestStates("client, level");
141    }
142
143    void GSMainMenu::startDedicated()
144    {
145        // HACK - HACK
146        Game::getInstance().popState();
147        Game::getInstance().popState();
148        Game::getInstance().requestStates("dedicated, level");
149    }
150    void GSMainMenu::startMainMenu()
151    {
152        // HACK - HACK
153        Game::getInstance().popState();
154        Game::getInstance().popState();
155        Game::getInstance().requestStates("mainmenu");
156    }
157    void GSMainMenu::startIOConsole()
158    {
159        // HACK - HACK
160        Game::getInstance().popState();
161        Game::getInstance().popState();
162        Game::getInstance().requestStates("ioConsole");
163    }
164}
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