Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/largeShip1/src/orxonox/gamestates/GSMainMenu.cc @ 9644

Last change on this file since 9644 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 7.6 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 *      ...
26 *
27 */
28
29#include "GSMainMenu.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/ConfigValueIncludes.h"
34#include "core/CoreIncludes.h"
35#include "core/Game.h"
36#include "core/GraphicsManager.h"
37#include "core/GUIManager.h"
38#include "core/command/ConsoleCommand.h"
39#include "core/input/KeyBinderManager.h"
40#include "network/Client.h"
41#include "util/StringUtils.h"
42#include "LevelManager.h"
43#include "Scene.h"
44#include "sound/AmbientSound.h"
45// HACK
46#include "core/input/InputManager.h"
47#include "core/input/InputState.h"
48
49namespace orxonox
50{
51    DeclareGameState(GSMainMenu, "mainMenu", false, true);
52
53    static const std::string __CC_startStandalone_name      = "startGame";
54    static const std::string __CC_startServer_name          = "startServer";
55    static const std::string __CC_startClient_name          = "startClient";
56    static const std::string __CC_startDedicated_name       = "startDedicated";
57    static const std::string __CC_setMainMenuSoundPath_name = "setMMSoundPath";
58
59    SetConsoleCommand(__CC_startStandalone_name,      &GSMainMenu::startStandalone).defaultValues("").deactivate();
60    SetConsoleCommand(__CC_startServer_name,          &GSMainMenu::startServer    ).defaultValues("").deactivate();
61    SetConsoleCommand(__CC_startClient_name,          &GSMainMenu::startClient    ).defaultValues("").deactivate();
62    SetConsoleCommand(__CC_startDedicated_name,       &GSMainMenu::startDedicated ).defaultValues("").deactivate();
63    SetConsoleCommand(__CC_setMainMenuSoundPath_name, &GSMainMenu::setMainMenuSoundPath).hide();
64
65    GSMainMenu::GSMainMenu(const GameStateInfo& info)
66        : GameState(info)
67    {
68        RegisterRootObject(GSMainMenu);
69
70        InputManager::getInstance().createInputState("MainMenuHackery", true, true)->setKeyHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
71
72        // create an empty Scene
73        this->scene_ = new Scene(NULL);
74        this->scene_->setSyncMode( 0x0 );
75        // and a Camera
76        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
77        if (GameMode::playsSound())
78        {
79            // Load sound
80            this->ambient_ = new AmbientSound();
81        }
82    }
83
84    GSMainMenu::~GSMainMenu()
85    {
86        if (GameMode::playsSound())
87            this->ambient_->destroy();
88
89        InputManager::getInstance().destroyState("MainMenuHackery");
90
91        this->scene_->getSceneManager()->destroyCamera(this->camera_);
92        this->scene_->destroy();
93    }
94
95    void GSMainMenu::activate()
96    {
97        orxout(user_status) << "Loading main menu" << endl;
98
99        // show main menu
100        GraphicsManager::getInstance().setCamera(this->camera_);
101        GUIManager::getInstance().showGUI("MainMenu", true);
102        GUIManager::getInstance().setBackgroundImage("MainMenuBackground", "Background");
103
104        InputManager::getInstance().enterState("MainMenuHackery");
105
106        ModifyConsoleCommand(__CC_startStandalone_name).activate();
107        ModifyConsoleCommand(__CC_startServer_name    ).activate();
108        ModifyConsoleCommand(__CC_startClient_name    ).activate();
109        ModifyConsoleCommand(__CC_startDedicated_name ).activate();
110        ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(this);
111
112        KeyBinderManager::getInstance().setToDefault();
113
114        this->setConfigValues();
115
116        if (GameMode::playsSound())
117        {
118            this->ambient_->setLooping(true);
119            this->ambient_->play(); // works without source
120        }
121    }
122
123    void GSMainMenu::deactivate()
124    {
125        if (GameMode::playsSound())
126        {
127            this->ambient_->stop();
128        }
129
130        InputManager::getInstance().leaveState("MainMenuHackery");
131
132        GraphicsManager::getInstance().setCamera(0);
133        GUIManager::getInstance().setBackgroundImage("");
134        GUIManager::hideGUI("MainMenu");
135
136        ModifyConsoleCommand(__CC_startStandalone_name).deactivate();
137        ModifyConsoleCommand(__CC_startServer_name    ).deactivate();
138        ModifyConsoleCommand(__CC_startClient_name    ).deactivate();
139        ModifyConsoleCommand(__CC_startDedicated_name ).deactivate();
140        ModifyConsoleCommand(__CC_setMainMenuSoundPath_name).setObject(0);
141    }
142
143    void GSMainMenu::update(const Clock& time)
144    {
145    }
146
147    void GSMainMenu::setConfigValues()
148    {
149        SetConfigValue(soundPathMain_, "mainmenu.ogg")
150            .description("Contains the path to the main menu sound file.")
151            .callback(this, &GSMainMenu::reloadSound);
152    }
153
154    void GSMainMenu::reloadSound()
155    {
156        if (GameMode::playsSound())
157        {
158            this->ambient_->setAmbientSource(soundPathMain_);
159        }
160    }
161
162    const std::string& GSMainMenu::getMainMenuSoundPath()
163    {
164        return soundPathMain_;
165    }
166
167    void GSMainMenu::setMainMenuSoundPath(const std::string& path)
168    {
169        ModifyConfigValue(soundPathMain_, set, path);
170    }
171
172    /**
173    @brief
174        Start a level in standalone mode.
175    @param level
176        The filename of the level to be started. If empty, the default level is started.
177    */
178    void GSMainMenu::startStandalone(const std::string& level)
179    {
180        if(level != "")
181            LevelManager::getInstance().setDefaultLevel(level);
182
183        // HACK
184        Game::getInstance().popState();
185        Game::getInstance().requestStates("standalone, level");
186    }
187
188    /**
189    @brief
190        Start a level in server mode.
191    @param level
192        The filename of the level to be started. If empty, the default level is started.
193    */
194    void GSMainMenu::startServer(const std::string& level)
195    {
196        if(level != "")
197            LevelManager::getInstance().setDefaultLevel(level);
198
199        // HACK
200        Game::getInstance().popState();
201        Game::getInstance().requestStates("server, level");
202    }
203
204    /**
205    @brief
206        Connect to a game as client.
207    @param destination
208        The destination to connect to. If empty, the client connects to the default destination.
209    */
210    void GSMainMenu::startClient(const std::string& destination)
211    {
212        if(destination != "")
213            Client::getInstance()->setDestination(destination, NETWORK_PORT);
214
215        // HACK
216        Game::getInstance().popState();
217        Game::getInstance().requestStates("client, level");
218    }
219
220    /**
221    @brief
222        Start a level in dedicated mode.
223    @param level
224        The filename of the level to be started. If empty, the default level is started.
225    */
226    void GSMainMenu::startDedicated(const std::string& level)
227    {
228        if(level != "")
229            LevelManager::getInstance().setDefaultLevel(level);
230
231        // HACK
232        Game::getInstance().popState();
233        Game::getInstance().popState();
234        Game::getInstance().requestStates("server, level");
235    }
236
237}
Note: See TracBrowser for help on using the repository browser.