Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/core7/src/orxonox/gamestates/GSMainMenu.cc @ 10523

Last change on this file since 10523 was 10380, checked in by landauf, 10 years ago

registered missing classes.
WorldEntityCollisionShape is the only class which was really missing, all other classes are singletons or part of the framework.

  • Property svn:eol-style set to native
File size: 7.7 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/config/ConfigValueIncludes.h"
34#include "core/CoreIncludes.h"
35#include "core/Game.h"
36#include "core/GraphicsManager.h"
37#include "core/GUIManager.h"
38#include "core/command/ConsoleCommandIncludes.h"
39#include "core/input/KeyBinderManager.h"
40#include "network/Client.h"
41#include "util/StringUtils.h"
42#include "LevelManager.h"
43#include "Scene.h"
44#include "sound/AmbientSound.h"
45// HACK
46#include "core/input/InputManager.h"
47#include "core/input/InputState.h"
48
49namespace orxonox
50{
51    DeclareGameState(GSMainMenu, "mainMenu", false, true);
52
53    static const std::string __CC_startStandalone_name      = "startGame";
54    static const std::string __CC_startServer_name          = "startServer";
55    static const std::string __CC_startClient_name          = "startClient";
56    static const std::string __CC_startDedicated_name       = "startDedicated";
57    static const std::string __CC_setMainMenuSoundPath_name = "setMMSoundPath";
58
59    SetConsoleCommand(__CC_startStandalone_name,      &GSMainMenu::startStandalone).defaultValues("").deactivate();
60    SetConsoleCommand(__CC_startServer_name,          &GSMainMenu::startServer    ).defaultValues("").deactivate();
61    SetConsoleCommand(__CC_startClient_name,          &GSMainMenu::startClient    ).defaultValues("").deactivate();
62    SetConsoleCommand(__CC_startDedicated_name,       &GSMainMenu::startDedicated ).defaultValues("").deactivate();
63    SetConsoleCommand(__CC_setMainMenuSoundPath_name, &GSMainMenu::setMainMenuSoundPath).hide();
64
65    RegisterAbstractClass(GSMainMenu).inheritsFrom<Configurable>();
66
67    GSMainMenu::GSMainMenu(const GameStateInfo& info)
68        : GameState(info)
69    {
70        RegisterObject(GSMainMenu);
71
72        InputManager::getInstance().createInputState("MainMenuHackery", true, true)->setKeyHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
73
74        // create an empty Scene
75        this->scene_ = new Scene(NULL);
76        this->scene_->setSyncMode( 0x0 );
77        // and a Camera
78        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
79        if (GameMode::playsSound())
80        {
81            // Load sound
82            this->ambient_ = new AmbientSound();
83        }
84    }
85
86    GSMainMenu::~GSMainMenu()
87    {
88        if (GameMode::playsSound())
89            this->ambient_->destroy();
90
91        InputManager::getInstance().destroyState("MainMenuHackery");
92
93        this->scene_->getSceneManager()->destroyCamera(this->camera_);
94        this->scene_->destroy();
95    }
96
97    void GSMainMenu::activate()
98    {
99        orxout(user_status) << "Loading main menu" << endl;
100
101        // show main menu
102        GraphicsManager::getInstance().setCamera(this->camera_);
103        GUIManager::getInstance().showGUI("MainMenu", true);
104        GUIManager::getInstance().setBackgroundImage("MainMenuBackground", "Background");
105
106        InputManager::getInstance().enterState("MainMenuHackery");
107
108        ModifyConsoleCommand(__CC_startStandalone_name).activate();
109        ModifyConsoleCommand(__CC_startServer_name    ).activate();
110        ModifyConsoleCommand(__CC_startClient_name    ).activate();
111        ModifyConsoleCommand(__CC_startDedicated_name ).activate();
112        ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(this);
113
114        KeyBinderManager::getInstance().setToDefault();
115
116        this->setConfigValues();
117
118        if (GameMode::playsSound())
119        {
120            this->ambient_->setLooping(true);
121            this->ambient_->play(); // works without source
122        }
123    }
124
125    void GSMainMenu::deactivate()
126    {
127        if (GameMode::playsSound())
128        {
129            this->ambient_->stop();
130        }
131
132        InputManager::getInstance().leaveState("MainMenuHackery");
133
134        GraphicsManager::getInstance().setCamera(0);
135        GUIManager::getInstance().setBackgroundImage("");
136        GUIManager::hideGUI("MainMenu");
137
138        ModifyConsoleCommand(__CC_startStandalone_name).deactivate();
139        ModifyConsoleCommand(__CC_startServer_name    ).deactivate();
140        ModifyConsoleCommand(__CC_startClient_name    ).deactivate();
141        ModifyConsoleCommand(__CC_startDedicated_name ).deactivate();
142        ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(0);
143    }
144
145    void GSMainMenu::update(const Clock& time)
146    {
147    }
148
149    void GSMainMenu::setConfigValues()
150    {
151        SetConfigValue(soundPathMain_, "mainmenu.ogg")
152            .description("Contains the path to the main menu sound file.")
153            .callback(this, &GSMainMenu::reloadSound);
154    }
155
156    void GSMainMenu::reloadSound()
157    {
158        if (GameMode::playsSound())
159        {
160            this->ambient_->setAmbientSource(soundPathMain_);
161        }
162    }
163
164    const std::string& GSMainMenu::getMainMenuSoundPath()
165    {
166        return soundPathMain_;
167    }
168
169    void GSMainMenu::setMainMenuSoundPath(const std::string& path)
170    {
171        ModifyConfigValue(soundPathMain_, set, path);
172    }
173
174    /**
175    @brief
176        Start a level in standalone mode.
177    @param level
178        The filename of the level to be started. If empty, the default level is started.
179    */
180    void GSMainMenu::startStandalone(const std::string& level)
181    {
182        if(level != "")
183            LevelManager::getInstance().setDefaultLevel(level);
184
185        // HACK
186        Game::getInstance().popState();
187        Game::getInstance().requestStates("standalone, level");
188    }
189
190    /**
191    @brief
192        Start a level in server mode.
193    @param level
194        The filename of the level to be started. If empty, the default level is started.
195    */
196    void GSMainMenu::startServer(const std::string& level)
197    {
198        if(level != "")
199            LevelManager::getInstance().setDefaultLevel(level);
200
201        // HACK
202        Game::getInstance().popState();
203        Game::getInstance().requestStates("server, level");
204    }
205
206    /**
207    @brief
208        Connect to a game as client.
209    @param destination
210        The destination to connect to. If empty, the client connects to the default destination.
211    */
212    void GSMainMenu::startClient(const std::string& destination)
213    {
214        if(destination != "")
215            Client::getInstance()->setDestination(destination, NETWORK_PORT);
216
217        // HACK
218        Game::getInstance().popState();
219        Game::getInstance().requestStates("client, level");
220    }
221
222    /**
223    @brief
224        Start a level in dedicated mode.
225    @param level
226        The filename of the level to be started. If empty, the default level is started.
227    */
228    void GSMainMenu::startDedicated(const std::string& level)
229    {
230        if(level != "")
231            LevelManager::getInstance().setDefaultLevel(level);
232
233        // HACK
234        Game::getInstance().popState();
235        Game::getInstance().popState();
236        Game::getInstance().requestStates("server, level");
237    }
238
239}
Note: See TracBrowser for help on using the repository browser.