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 | * ... |
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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 | @ingroup Management CoreGame |
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32 | @brief |
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33 | Declaration of Game Singleton. |
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34 | */ |
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35 | |
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36 | #ifndef _Game_H__ |
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37 | #define _Game_H__ |
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38 | |
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39 | #include "CorePrereqs.h" |
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40 | |
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41 | #include <cassert> |
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42 | #include <list> |
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43 | #include <map> |
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44 | #include <string> |
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45 | #include <vector> |
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46 | #include <boost/shared_ptr.hpp> |
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47 | #include <boost/scoped_ptr.hpp> |
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48 | #include <boost/preprocessor/cat.hpp> |
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49 | #include <loki/ScopeGuard.h> |
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50 | |
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51 | #include "util/Debug.h" |
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52 | #include "util/Singleton.h" |
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53 | #include "OrxonoxClass.h" |
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54 | |
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55 | /** |
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56 | @brief |
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57 | Adds a new GameState to the Game. The second parameter is the name as string |
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58 | and every following paramter is a constructor argument (which is usually non existent) |
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59 | */ |
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60 | #define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \ |
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61 | static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode) |
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62 | // tolua_begin |
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63 | namespace orxonox |
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64 | { |
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65 | // tolua_end |
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66 | |
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67 | //! Helper object required before GameStates are being constructed |
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68 | struct GameStateInfo |
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69 | { |
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70 | std::string stateName; |
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71 | std::string className; |
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72 | bool bIgnoreTickTime; |
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73 | bool bGraphicsMode; |
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74 | }; |
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75 | |
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76 | /** |
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77 | @brief |
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78 | Main class responsible for running the game. |
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79 | @remark |
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80 | You should only create this singleton once because it owns the Core class! (see remark there) |
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81 | */ |
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82 | // tolua_begin |
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83 | class _CoreExport Game |
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84 | // tolua_end |
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85 | : public Singleton<Game>, public OrxonoxClass |
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86 | { // tolua_export |
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87 | friend class Singleton<Game>; |
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88 | typedef std::vector<shared_ptr<GameState> > GameStateVector; |
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89 | typedef std::map<std::string, shared_ptr<GameState> > GameStateMap; |
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90 | typedef shared_ptr<GameStateTreeNode> GameStateTreeNodePtr; |
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91 | |
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92 | public: |
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93 | Game(const std::string& cmdLine); |
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94 | ~Game(); |
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95 | |
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96 | void setConfigValues(); |
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97 | |
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98 | void setStateHierarchy(const std::string& str); |
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99 | shared_ptr<GameState> getState(const std::string& name); |
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100 | |
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101 | void run(); |
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102 | void stop(); |
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103 | |
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104 | static Game& getInstance(){ return Singleton<Game>::getInstance(); } // tolua_export |
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105 | |
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106 | void requestState(const std::string& name); //tolua_export |
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107 | void requestStates(const std::string& names); //tolua_export |
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108 | void popState(); //tolua_export |
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109 | |
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110 | const Clock& getGameClock() { return *this->gameClock_; } |
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111 | |
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112 | float getAvgTickTime() { return this->avgTickTime_; } |
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113 | float getAvgFPS() { return this->avgFPS_; } |
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114 | |
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115 | void subtractTickTime(int32_t length); |
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116 | |
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117 | template <class T> |
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118 | static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode); |
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119 | |
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120 | private: |
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121 | class _CoreExport GameStateFactory |
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122 | { |
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123 | public: |
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124 | virtual ~GameStateFactory() { } |
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125 | static shared_ptr<GameState> fabricate(const GameStateInfo& info); |
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126 | template <class T> |
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127 | static void createFactory(const std::string& className) |
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128 | { getFactories()[className].reset(new TemplateGameStateFactory<T>()); } |
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129 | |
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130 | virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0; |
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131 | static std::map<std::string, shared_ptr<GameStateFactory> >& getFactories(); |
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132 | }; |
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133 | template <class T> |
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134 | class TemplateGameStateFactory : public GameStateFactory |
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135 | { |
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136 | public: |
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137 | shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) |
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138 | { return shared_ptr<GameState>(new T(info)); } |
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139 | }; |
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140 | // For the factory destruction |
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141 | typedef Loki::ObjScopeGuardImpl0<std::map<std::string, shared_ptr<GameStateFactory> >, void (std::map<std::string, shared_ptr<GameStateFactory> >::*)()> ObjScopeGuard; |
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142 | |
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143 | struct StatisticsTickInfo |
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144 | { |
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145 | uint64_t tickTime; |
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146 | uint32_t tickLength; |
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147 | }; |
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148 | |
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149 | Game(Game&); // don't mess with singletons |
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150 | |
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151 | void loadGraphics(); |
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152 | void unloadGraphics(); |
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153 | |
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154 | void parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode); |
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155 | bool checkState(const std::string& name) const; |
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156 | void loadState(const std::string& name); |
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157 | void unloadState(const std::string& name); |
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158 | |
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159 | // Main loop structuring |
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160 | void updateGameStateStack(); |
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161 | void updateGameStates(); |
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162 | void updateStatistics(); |
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163 | void updateFPSLimiter(); |
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164 | |
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165 | // ScopeGuard helper function |
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166 | void resetChangingState() { this->bChangingState_ = false; } |
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167 | |
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168 | scoped_ptr<Clock> gameClock_; |
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169 | scoped_ptr<Core> core_; |
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170 | ObjScopeGuard gsFactoryDestroyer_; |
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171 | |
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172 | GameStateMap constructedStates_; |
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173 | GameStateVector loadedStates_; |
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174 | GameStateTreeNodePtr rootStateNode_; |
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175 | GameStateTreeNodePtr loadedTopStateNode_; |
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176 | std::vector<GameStateTreeNodePtr> requestedStateNodes_; |
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177 | |
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178 | bool bChangingState_; |
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179 | bool bAbort_; |
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180 | |
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181 | // variables for time statistics |
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182 | uint64_t statisticsStartTime_; |
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183 | std::list<StatisticsTickInfo> statisticsTickTimes_; |
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184 | uint32_t periodTime_; |
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185 | uint32_t periodTickTime_; |
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186 | float avgFPS_; |
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187 | float avgTickTime_; |
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188 | int excessSleepTime_; |
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189 | unsigned int minimumSleepTime_; |
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190 | |
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191 | // config values |
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192 | unsigned int statisticsRefreshCycle_; |
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193 | unsigned int statisticsAvgLength_; |
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194 | unsigned int fpsLimit_; |
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195 | |
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196 | static std::map<std::string, GameStateInfo> gameStateDeclarations_s; |
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197 | static Game* singletonPtr_s; //!< Pointer to the Singleton |
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198 | }; //tolua_export |
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199 | |
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200 | template <class T> |
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201 | /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode) |
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202 | { |
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203 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName); |
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204 | if (it == gameStateDeclarations_s.end()) |
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205 | { |
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206 | GameStateInfo& info = gameStateDeclarations_s[stateName]; |
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207 | info.stateName = stateName; |
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208 | info.className = className; |
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209 | info.bIgnoreTickTime = bIgnoreTickTime; |
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210 | info.bGraphicsMode = bGraphicsMode; |
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211 | } |
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212 | else |
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213 | { |
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214 | COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl; |
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215 | COUT(0) << " Ignoring second one ('" << stateName << "')." << std::endl; |
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216 | } |
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217 | |
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218 | // Create a factory to delay GameState creation |
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219 | GameStateFactory::createFactory<T>(className); |
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220 | |
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221 | // just a required dummy return value |
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222 | return true; |
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223 | } |
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224 | } //tolua_export |
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225 | |
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226 | #endif /* _Game_H__ */ |
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