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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2916

Last change on this file since 2916 was 2887, checked in by bknecht, 16 years ago

first part of finishing up to merge back. solving some issues I ran into with Lua

  • Property svn:eol-style set to native
File size: 10.1 KB
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[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:
[1662]25 *      Fabian 'x3n' Landau
[2875]26 *      Benjamin Knecht
[1661]27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "GSLevel.h"
32
33#include "core/input/InputManager.h"
34#include "core/input/SimpleInputState.h"
35#include "core/input/KeyBinder.h"
[1662]36#include "core/Loader.h"
[2087]37#include "core/XMLFile.h"
[1887]38#include "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
[1934]40#include "core/CommandLine.h"
[1887]41#include "core/ConfigValueIncludes.h"
[2848]42#include "core/Core.h"
[1887]43#include "core/CoreIncludes.h"
[2848]44#include "core/Game.h"
45#include "core/GameMode.h"
[1694]46#include "objects/Tickable.h"
[1819]47#include "objects/Radar.h"
[2087]48#include "CameraManager.h"
[2801]49#include "GraphicsManager.h"
[2087]50#include "LevelManager.h"
[2662]51#include "PlayerManager.h"
[2850]52#include "gui/GUIManager.h"
[1661]53
54namespace orxonox
55{
[2844]56    AddGameState(GSLevel, "level");
57
[2662]58    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
[2875]59    SetConsoleCommand(GSLevel, showIngameGUI, true);
[1934]60
[2844]61    GSLevel::GSLevel(const std::string& name)
62        : GameState(name)
63        , keyBinder_(0)
[2869]64        , gameInputState_(0)
65        , guiMouseOnlyInputState_(0)
66        , guiKeysOnlyInputState_(0)
[1662]67        , radar_(0)
[2087]68        , startFile_(0)
69        , cameraManager_(0)
70        , levelManager_(0)
[1661]71    {
[1887]72        RegisterObject(GSLevel);
[2662]73
74        this->ccKeybind_ = 0;
75        this->ccTkeybind_ = 0;
[1661]76    }
77
78    GSLevel::~GSLevel()
79    {
80    }
81
[1887]82    void GSLevel::setConfigValues()
83    {
84        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
85    }
86
[2844]87    void GSLevel::activate()
[1661]88    {
[2844]89        setConfigValues();
90
[2848]91        if (GameMode::showsGraphics())
[2087]92        {
[2869]93            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
[2087]94            keyBinder_ = new KeyBinder();
[2710]95            keyBinder_->loadBindings("keybindings.ini");
[2869]96            gameInputState_->setHandler(keyBinder_);
[1661]97
[2869]98            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly");
99            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
100
101            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly");
102            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
103
[2087]104            // create the global CameraManager
[2801]105            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
[1688]106
[2087]107            // Start the Radar
108            this->radar_ = new Radar();
109        }
[1662]110
[2662]111        this->playerManager_ = new PlayerManager();
112
[2848]113        if (GameMode::isMaster())
[2087]114        {
115            // create the global LevelManager
116            this->levelManager_ = new LevelManager();
[1662]117
[2087]118            this->loadLevel();
119        }
[1755]120
[2848]121        if (GameMode::showsGraphics())
[2087]122        {
123            // keybind console command
124            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
125            functor1->setObject(this);
[2662]126            ccKeybind_ = createConsoleCommand(functor1, "keybind");
127            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]128            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
129            functor2->setObject(this);
[2662]130            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
131            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]132            // set our console command as callback for the key detector
133            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
134
135            // level is loaded: we can start capturing the input
136            InputManager::getInstance().requestEnterState("game");
137        }
[2662]138    }
[2087]139
[2869]140    void GSLevel::showIngameGUI(bool show)
141    {
142        if (show)
143        {
144            GUIManager::getInstancePtr()->showGUI("inGameTest");
[2887]145            GUIManager::getInstancePtr()->executeCode("showCursor()");
[2869]146            InputManager::getInstance().requestEnterState("guiMouseOnly");
147        }
148        else
149        {
[2887]150            GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")");
151            GUIManager::getInstancePtr()->executeCode("hideCursor()");
[2869]152            InputManager::getInstance().requestLeaveState("guiMouseOnly");
153        }
154    }
155
[2844]156    void GSLevel::deactivate()
[2662]157    {
158        // destroy console commands
159        if (this->ccKeybind_)
[2087]160        {
[2662]161            delete this->ccKeybind_;
162            this->ccKeybind_ = 0;
[2087]163        }
[2662]164        if (this->ccTkeybind_)
165        {
166            delete this->ccTkeybind_;
167            this->ccTkeybind_ = 0;
168        }
[1661]169
[2850]170
[1662]171        // this call will delete every BaseObject!
172        // But currently this will call methods of objects that exist no more
173        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
174        // and call a sceneNode method that has already been destroy by the corresponding space ship.
175        //Loader::close();
176
[2848]177        if (GameMode::showsGraphics())
[2087]178            InputManager::getInstance().requestLeaveState("game");
[1662]179
[2848]180        if (GameMode::isMaster())
[2087]181            this->unloadLevel();
[1662]182
[2087]183        if (this->radar_)
[2662]184        {
[2087]185            delete this->radar_;
[2662]186            this->radar_ = 0;
187        }
[2087]188
189        if (this->cameraManager_)
[2662]190        {
[2087]191            delete this->cameraManager_;
[2662]192            this->cameraManager_ = 0;
193        }
[2087]194
195        if (this->levelManager_)
[2662]196        {
[2087]197            delete this->levelManager_;
[2662]198            this->levelManager_ = 0;
199        }
[2087]200
[2662]201        if (this->playerManager_)
202        {
203            delete this->playerManager_;
204            this->playerManager_ = 0;
205        }
206
[2848]207        if (GameMode::showsGraphics())
[2087]208        {
[2869]209            gameInputState_->setHandler(0);
210            guiMouseOnlyInputState_->setHandler(0);
211            guiKeysOnlyInputState_->setHandler(0);
[2087]212            InputManager::getInstance().requestDestroyState("game");
213            if (this->keyBinder_)
[2662]214            {
[2087]215                delete this->keyBinder_;
[2662]216                this->keyBinder_ = 0;
217            }
[2087]218        }
[1661]219    }
220
[2844]221    void GSLevel::update(const Clock& time)
[1661]222    {
[2844]223        // Note: Temporarily moved to GSGraphics.
[2087]224        //// Call the scene objects
225        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
226        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]227    }
228
[1670]229    void GSLevel::loadLevel()
230    {
231        // call the loader
232        COUT(0) << "Loading level..." << std::endl;
[1934]233        std::string levelName;
234        CommandLine::getValue("level", &levelName);
[2759]235        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
[2087]236        Loader::open(startFile_);
[1670]237    }
238
239    void GSLevel::unloadLevel()
240    {
[2087]241        //////////////////////////////////////////////////////////////////////////////////////////
242        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
243        //////////////////////////////////////////////////////////////////////////////////////////
244        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
245        //////////////////////////////////////////////////////////////////////////////////////////
246
247        delete this->startFile_;
[1670]248    }
[1887]249
250    void GSLevel::keybind(const std::string &command)
251    {
252        this->keybindInternal(command, false);
253    }
254
255    void GSLevel::tkeybind(const std::string &command)
256    {
257        this->keybindInternal(command, true);
258    }
259
260    /**
261    @brief
262        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
263    @param command
264        Command string that can be executed by the CommandExecutor
265        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
[2844]266        the key/button/axis that has been activated. This is configured above in activate().
[1887]267    */
268    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
269    {
[2848]270        if (GameMode::showsGraphics())
[1887]271        {
[2087]272            static std::string bindingString = "";
273            static bool bTemporarySaved = false;
274            static bool bound = true;
275            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
276            // Howerver there will be no real issue if it happens anyway.
277            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]278            {
[2087]279                if (bound)
280                {
281                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
282                    InputManager::getInstance().requestEnterState("detector");
283                    bindingString = command;
284                    bTemporarySaved = bTemporary;
285                    bound = false;
286                }
287                //else:  We're still in a keybind command. ignore this call.
[1887]288            }
[2087]289            else
[1887]290            {
[2087]291                if (!bound)
292                {
293                    // user has pressed the key
294                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
295                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
296                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
297                    InputManager::getInstance().requestLeaveState("detector");
298                    bound = true;
299                }
300                // else: A key was pressed within the same tick, ignore it.
[1887]301            }
302        }
303    }
[1661]304}
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