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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 1690

Last change on this file since 1690 was 1689, checked in by rgrieder, 16 years ago
  • renamed:

GameState —> GameStateBase
GameStateTyped<T> —> GameState

  • moved command line parsing from GSRoot to RootGameState.
  • Property svn:eol-style set to native
File size: 4.4 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 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Loader.h"
38#include "objects/Backlight.h"
39#include "tools/ParticleInterface.h"
40#include "Settings.h"
41#include "Radar.h"
42#include "GraphicsEngine.h"
43
44namespace orxonox
45{
46    GSLevel::GSLevel(const std::string& name)
47        : GameState<GSGraphics>(name)
48        , timeFactor_(1.0f)
49        , sceneManager_(0)
50        , keyBinder_(0)
51        , inputState_(0)
52        , radar_(0)
53        , startLevel_(0)
54        , hud_(0)
55    {
56    }
57
58    GSLevel::~GSLevel()
59    {
60    }
61
62    void GSLevel::enter()
63    {
64        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
65        keyBinder_ = new KeyBinder();
66        keyBinder_->loadBindings();
67        inputState_->setHandler(keyBinder_);
68
69        // create Ogre SceneManager for the level
70        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
71        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
72
73        // temporary hack
74        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
75
76        // Start the Radar
77        this->radar_ = new Radar();
78
79        // Load the HUD
80        COUT(3) << "Orxonox: Loading HUD" << std::endl;
81        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
82        Loader::load(hud_);
83
84        // reset game speed to normal
85        timeFactor_ = 1.0f;
86    }
87
88    void GSLevel::leave()
89    {
90        Loader::unload(hud_);
91        delete this->hud_;
92
93        // this call will delete every BaseObject!
94        // But currently this will call methods of objects that exist no more
95        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
96        // and call a sceneNode method that has already been destroy by the corresponding space ship.
97        //Loader::close();
98
99        delete this->radar_;
100
101        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
102
103        inputState_->setHandler(0);
104        InputManager::getInstance().requestDestroyState("game");
105        delete this->keyBinder_;
106    }
107
108    void GSLevel::ticked(const Clock& time)
109    {
110        // Call those objects that need the real time
111        for (Iterator<TickableReal> it = ObjectList<TickableReal>::start(); it; ++it)
112            it->tick(time.getDeltaTime());
113        // Call the scene objects
114        for (Iterator<Tickable> it = ObjectList<Tickable>::start(); it; ++it)
115            it->tick(time.getDeltaTime() * this->timeFactor_);
116    }
117
118    /**
119    @brief
120        Changes the speed of Orxonox
121    */
122    void GSLevel::setTimeFactor(float factor)
123    {
124        float change = factor / this->timeFactor_;
125        this->timeFactor_ = factor;
126        for (Iterator<ParticleInterface> it = ObjectList<ParticleInterface>::begin(); it; ++it)
127            it->setSpeedFactor(it->getSpeedFactor() * change);
128
129        for (Iterator<Backlight> it = ObjectList<Backlight>::begin(); it; ++it)
130            it->setTimeFactor(timeFactor_);
131    }
132
133    void GSLevel::loadLevel()
134    {
135        // call the loader
136        COUT(0) << "Loading level..." << std::endl;
137        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
138        Loader::open(startLevel_);
139    }
140
141    void GSLevel::unloadLevel()
142    {
143        Loader::unload(startLevel_);
144        delete this->startLevel_;
145    }
146}
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