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source: code/branches/gui/src/orxonox/gamestates/GSGraphics.cc @ 1673

Last change on this file since 1673 was 1673, checked in by rgrieder, 16 years ago

changes default state to "gui" instead of "standalone". That shows the main menu first.

  • Property svn:eol-style set to native
File size: 5.8 KB
RevLine 
[1661]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 "OrxonoxStableHeaders.h"
30#include "GSGraphics.h"
31
32#include <OgreFrameListener.h>
33#include <OgreRoot.h>
34#include <OgreTimer.h>
35#include <OgreWindowEventUtilities.h>
[1672]36#include <OgreRenderWindow.h>
[1661]37
[1662]38#include "core/ConsoleCommand.h"
39#include "core/ConfigValueIncludes.h"
[1661]40#include "core/input/InputManager.h"
[1670]41//#include "core/Core.h"
[1661]42#include "overlays/console/InGameConsole.h"
43#include "gui/GUIManager.h"
[1662]44#include "GraphicsEngine.h"
[1661]45
46namespace orxonox
47{
48    GSGraphics::GSGraphics()
49        : GameState("graphics")
50        , debugRefreshTime_(0.0f)
51        , inputManager_(0)
52        , console_(0)
53        , guiManager_(0)
[1672]54        , frameCount_(0)
[1661]55    {
56    }
57
58    GSGraphics::~GSGraphics()
59    {
60    }
61
62    void GSGraphics::setConfigValues()
63    {
64        SetConfigValue(debugRefreshTime_, 0.2).description("Sets the time interval at which average fps, etc. get updated.");
65    }
66
67    void GSGraphics::enter()
68    {
[1672]69        this->ogreRoot_ = Ogre::Root::getSingletonPtr();
[1661]70        this->graphicsEngine_ = GraphicsEngine::getInstancePtr();
71
72        graphicsEngine_->loadRenderer();    // creates the render window
73
74        // TODO: Spread this so that this call only initialises things needed for the Console and GUI
75        graphicsEngine_->initialiseResources();
76
77        // Calls the InputManager which sets up the input devices.
78        // The render window width and height are used to set up the mouse movement.
79        inputManager_ = new InputManager();
80        inputManager_->initialise(graphicsEngine_->getWindowHandle(),
81            graphicsEngine_->getWindowWidth(), graphicsEngine_->getWindowHeight(), true);
82
83        // Load the InGameConsole
84        console_ = new InGameConsole();
85        console_->initialise();
86
87        // load the CEGUI interface
88        guiManager_ = new GUIManager();
89        guiManager_->initialise();
90    }
91
92    void GSGraphics::leave()
93    {
[1662]94        delete this->guiManager_;
[1661]95
[1662]96        delete this->console_;
[1661]97
[1662]98        delete this->inputManager_;
99
[1672]100        this->ogreRoot_->detachRenderTarget(GraphicsEngine::getInstance().getRenderWindow());
101        delete GraphicsEngine::getInstance().getRenderWindow();
[1673]102        //this->ogreRoot_->shutdown
[1662]103        // TODO: destroy render window
[1661]104    }
105
[1662]106    /**
107        Main loop of the orxonox game.
108        We use the Ogre::Timer to measure time since it uses the most precise
109        method an a platform (however the windows timer lacks time when under
110        heavy kernel load!).
111        There is a simple mechanism to measure the average time spent in our
112        ticks as it may indicate performance issues.
113        A note about the Ogre::FrameListener: Even though we don't use them,
114        they still get called. However, the delta times are not correct (except
115        for timeSinceLastFrame, which is the most important). A little research
116        as shown that there is probably only one FrameListener that doesn't even
117        need the time. So we shouldn't run into problems.
118    */
[1672]119    void GSGraphics::ticked(float dt, uint64_t time)
[1661]120    {
[1672]121        this->inputManager_->tick(dt);
[1662]122
[1672]123        this->tickChild(dt, time);
[1661]124
[1672]125        // tick console
126        this->console_->tick(dt);
[1661]127
[1672]128        //// get current time once again
129        //timeAfterTick = timer_->getMicroseconds();
[1661]130
[1672]131        //tickTime += timeAfterTick - timeBeforeTick;
132        //if (timeAfterTick > refreshStartTime + refreshTime)
133        //{
134        //    GraphicsEngine::getInstance().setAverageTickTime(
135        //        (float)tickTime * 0.001 / (frameCount - oldFrameCount));
136        //    float avgFPS = (float)(frameCount - oldFrameCount) / (timeAfterTick - refreshStartTime) * 1000000.0;
137        //    GraphicsEngine::getInstance().setAverageFramesPerSecond(avgFPS);
[1661]138
[1672]139        //    oldFrameCount = frameCount;
140        //    tickTime = 0;
141        //    refreshStartTime = timeAfterTick;
142        //}
[1661]143
[1672]144        // don't forget to call _fireFrameStarted in ogre to make sure
145        // everything goes smoothly
146        Ogre::FrameEvent evt;
147        evt.timeSinceLastFrame = dt;
148        evt.timeSinceLastEvent = dt; // note: same time, but shouldn't matter anyway
149        ogreRoot_->_fireFrameStarted(evt);
[1661]150
[1672]151        // Pump messages in all registered RenderWindows
152        // This calls the WindowEventListener objects.
153        Ogre::WindowEventUtilities::messagePump();
154        // make sure the window stays active even when not focused
155        // (probably only necessary on windows)
156        GraphicsEngine::getInstance().setWindowActivity(true);
[1661]157
[1672]158        // render
159        ogreRoot_->_updateAllRenderTargets();
[1661]160
[1672]161        // again, just to be sure ogre works fine
162        ogreRoot_->_fireFrameEnded(evt); // note: uses the same time as _fireFrameStarted
[1661]163
[1672]164        ++frameCount_;
[1662]165
[1672]166        //}
167        //catch (std::exception& ex)
168        //{
169        //    // something went wrong.
170        //    COUT(1) << ex.what() << std::endl;
171        //    COUT(1) << "Main loop was stopped by an unhandled exception. Shutting down." << std::endl;
172        //}
[1661]173    }
174}
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