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source: code/branches/gui/src/orxonox/gamestates/GSLevel.cc @ 2961

Last change on this file since 2961 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

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File size: 10.1 KB
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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 *      Benjamin Knecht
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"
36#include "core/Loader.h"
37#include "core/XMLFile.h"
38#include "core/CommandExecutor.h"
39#include "core/ConsoleCommand.h"
40#include "core/CommandLine.h"
41#include "core/ConfigValueIncludes.h"
42#include "core/Core.h"
43#include "core/CoreIncludes.h"
44#include "core/Game.h"
45#include "core/GameMode.h"
46#include "objects/Tickable.h"
47#include "objects/Radar.h"
48#include "CameraManager.h"
49#include "GraphicsManager.h"
50#include "LevelManager.h"
51#include "PlayerManager.h"
52#include "gui/GUIManager.h"
53
54namespace orxonox
55{
56    AddGameState(GSLevel, "level");
57
58    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
59    SetConsoleCommand(GSLevel, showIngameGUI, true);
60
61    GSLevel::GSLevel(const std::string& name)
62        : GameState(name)
63        , keyBinder_(0)
64        , gameInputState_(0)
65        , guiMouseOnlyInputState_(0)
66        , guiKeysOnlyInputState_(0)
67        , radar_(0)
68        , startFile_(0)
69        , cameraManager_(0)
70        , levelManager_(0)
71    {
72        RegisterObject(GSLevel);
73
74        this->ccKeybind_ = 0;
75        this->ccTkeybind_ = 0;
76    }
77
78    GSLevel::~GSLevel()
79    {
80    }
81
82    void GSLevel::setConfigValues()
83    {
84        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
85    }
86
87    void GSLevel::activate()
88    {
89        setConfigValues();
90
91        if (GameMode::showsGraphics())
92        {
93            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
94            keyBinder_ = new KeyBinder();
95            keyBinder_->loadBindings("keybindings.ini");
96            gameInputState_->setHandler(keyBinder_);
97
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
104            // create the global CameraManager
105            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
106
107            // Start the Radar
108            this->radar_ = new Radar();
109        }
110
111        this->playerManager_ = new PlayerManager();
112
113        if (GameMode::isMaster())
114        {
115            // create the global LevelManager
116            this->levelManager_ = new LevelManager();
117
118            this->loadLevel();
119        }
120
121        if (GameMode::showsGraphics())
122        {
123            // keybind console command
124            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
125            functor1->setObject(this);
126            ccKeybind_ = createConsoleCommand(functor1, "keybind");
127            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
128            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
129            functor2->setObject(this);
130            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
131            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
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        }
138    }
139
140    void GSLevel::showIngameGUI(bool show)
141    {
142        if (show)
143        {
144            GUIManager::getInstancePtr()->showGUI("inGameTest");
145            GUIManager::getInstancePtr()->executeCode("showCursor()");
146            InputManager::getInstance().requestEnterState("guiMouseOnly");
147        }
148        else
149        {
150            GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")");
151            GUIManager::getInstancePtr()->executeCode("hideCursor()");
152            InputManager::getInstance().requestLeaveState("guiMouseOnly");
153        }
154    }
155
156    void GSLevel::deactivate()
157    {
158        // destroy console commands
159        if (this->ccKeybind_)
160        {
161            delete this->ccKeybind_;
162            this->ccKeybind_ = 0;
163        }
164        if (this->ccTkeybind_)
165        {
166            delete this->ccTkeybind_;
167            this->ccTkeybind_ = 0;
168        }
169
170
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
177        if (GameMode::showsGraphics())
178            InputManager::getInstance().requestLeaveState("game");
179
180        if (GameMode::isMaster())
181            this->unloadLevel();
182
183        if (this->radar_)
184        {
185            delete this->radar_;
186            this->radar_ = 0;
187        }
188
189        if (this->cameraManager_)
190        {
191            delete this->cameraManager_;
192            this->cameraManager_ = 0;
193        }
194
195        if (this->levelManager_)
196        {
197            delete this->levelManager_;
198            this->levelManager_ = 0;
199        }
200
201        if (this->playerManager_)
202        {
203            delete this->playerManager_;
204            this->playerManager_ = 0;
205        }
206
207        if (GameMode::showsGraphics())
208        {
209            gameInputState_->setHandler(0);
210            guiMouseOnlyInputState_->setHandler(0);
211            guiKeysOnlyInputState_->setHandler(0);
212            InputManager::getInstance().requestDestroyState("game");
213            if (this->keyBinder_)
214            {
215                delete this->keyBinder_;
216                this->keyBinder_ = 0;
217            }
218        }
219    }
220
221    void GSLevel::update(const Clock& time)
222    {
223        // Note: Temporarily moved to GSGraphics.
224        //// Call the scene objects
225        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
226        //    it->tick(time.getDeltaTime() * this->timeFactor_);
227    }
228
229    void GSLevel::loadLevel()
230    {
231        // call the loader
232        COUT(0) << "Loading level..." << std::endl;
233        std::string levelName;
234        CommandLine::getValue("level", &levelName);
235        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
236        Loader::open(startFile_);
237    }
238
239    void GSLevel::unloadLevel()
240    {
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_;
248    }
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
266        the key/button/axis that has been activated. This is configured above in activate().
267    */
268    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
269    {
270        if (GameMode::showsGraphics())
271        {
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)
278            {
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.
288            }
289            else
290            {
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.
301            }
302        }
303    }
304}
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