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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2031

Last change on this file since 2031 was 1696, checked in by rgrieder, 16 years ago
  • Actually set the Settings::showsGraphics and Settings::hasServer.
  • Forgot the timer calls in GSGraphics
  • Property svn:eol-style set to native
File size: 4.6 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 "objects/Tickable.h"
40#include "tools/Timer.h"
41#include "tools/ParticleInterface.h"
42#include "Settings.h"
43#include "Radar.h"
44#include "GraphicsEngine.h"
45
46namespace orxonox
47{
48    GSLevel::GSLevel(const std::string& name)
49        : GameState<GSGraphics>(name)
50        , timeFactor_(1.0f)
51        , sceneManager_(0)
52        , keyBinder_(0)
53        , inputState_(0)
54        , radar_(0)
55        , startLevel_(0)
56        , hud_(0)
57    {
58    }
59
60    GSLevel::~GSLevel()
61    {
62    }
63
64    void GSLevel::enter()
65    {
66        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
67        keyBinder_ = new KeyBinder();
68        keyBinder_->loadBindings();
69        inputState_->setHandler(keyBinder_);
70
71        // create Ogre SceneManager for the level
72        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
73        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
74
75        // temporary hack
76        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
77
78        // Start the Radar
79        this->radar_ = new Radar();
80
81        // Load the HUD
82        COUT(3) << "Orxonox: Loading HUD" << std::endl;
83        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
84        Loader::load(hud_);
85
86        // reset game speed to normal
87        timeFactor_ = 1.0f;
88    }
89
90    void GSLevel::leave()
91    {
92        Loader::unload(hud_);
93        delete this->hud_;
94
95        // this call will delete every BaseObject!
96        // But currently this will call methods of objects that exist no more
97        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
98        // and call a sceneNode method that has already been destroy by the corresponding space ship.
99        //Loader::close();
100
101        delete this->radar_;
102
103        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
104
105        inputState_->setHandler(0);
106        InputManager::getInstance().requestDestroyState("game");
107        delete this->keyBinder_;
108    }
109
110    void GSLevel::ticked(const Clock& time)
111    {
112        // Call those objects that need the real time
113        for (Iterator<TickableReal> it = ObjectList<TickableReal>::start(); it; ++it)
114            it->tick(time.getDeltaTime());
115        // Call the scene objects
116        for (Iterator<Tickable> it = ObjectList<Tickable>::start(); it; ++it)
117            it->tick(time.getDeltaTime() * this->timeFactor_);
118
119        for (Iterator<TimerBase> it = ObjectList<TimerBase>::start(); it; ++it)
120            it->tick(time);
121    }
122
123    /**
124    @brief
125        Changes the speed of Orxonox
126    */
127    void GSLevel::setTimeFactor(float factor)
128    {
129        float change = factor / this->timeFactor_;
130        this->timeFactor_ = factor;
131        for (Iterator<ParticleInterface> it = ObjectList<ParticleInterface>::begin(); it; ++it)
132            it->setSpeedFactor(it->getSpeedFactor() * change);
133
134        for (Iterator<Backlight> it = ObjectList<Backlight>::begin(); it; ++it)
135            it->setTimeFactor(timeFactor_);
136    }
137
138    void GSLevel::loadLevel()
139    {
140        // call the loader
141        COUT(0) << "Loading level..." << std::endl;
142        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
143        Loader::open(startLevel_);
144    }
145
146    void GSLevel::unloadLevel()
147    {
148        Loader::unload(startLevel_);
149        delete this->startLevel_;
150    }
151}
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