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source: code/branches/libraries/src/core/Game.h @ 5647

Last change on this file since 5647 was 5637, checked in by landauf, 15 years ago

Applied retos patch for Game.cc and Game.h (thanks)

+2 small changes in Core.cc and GSClient.cc

  • Property svn:eol-style set to native
File size: 7.3 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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39
40#include <cassert>
41#include <list>
42#include <map>
43#include <string>
44#include <vector>
45#include <boost/shared_ptr.hpp>
46#include <boost/scoped_ptr.hpp>
47#include <boost/preprocessor/cat.hpp>
48
49#include "util/Debug.h"
50#include "util/ScopeGuard.h"
51#include "util/Singleton.h"
52
53/**
54@def
55    Adds a new GameState to the Game. The second parameter is the name as string
56    and every following paramter is a constructor argument (which is usually non existent)
57*/
58#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
59    static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
60
61namespace orxonox
62{
63    class GameConfiguration;
64    using boost::scoped_ptr;
65    using boost::shared_ptr;
66
67    //! Helper object required before GameStates are being constructed
68    struct GameStateInfo
69    {
70        std::string stateName;
71        std::string className;
72        bool bIgnoreTickTime;
73        bool bGraphicsMode;
74    };
75
76    /**
77    @brief
78        Main class responsible for running the game.
79    @remark
80        You should only create this singleton once because it owns the Core class! (see remark there)
81    */
82    class _CoreExport Game : public Singleton<Game>
83    {
84        friend class Singleton<Game>;
85        typedef std::vector<shared_ptr<GameState> > GameStateVector;
86        typedef std::map<std::string, shared_ptr<GameState> > GameStateMap;
87        typedef boost::shared_ptr<GameStateTreeNode> GameStateTreeNodePtr;
88
89    public:
90        Game(const std::string& cmdLine);
91        ~Game();
92
93        void setStateHierarchy(const std::string& str);
94        shared_ptr<GameState> getState(const std::string& name);
95
96        void run();
97        void stop();
98
99        void requestState(const std::string& name);
100        void requestStates(const std::string& names);
101        void popState();
102
103        const Clock& getGameClock() { return *this->gameClock_; }
104
105        float getAvgTickTime() { return this->avgTickTime_; }
106        float getAvgFPS()      { return this->avgFPS_; }
107
108        void subtractTickTime(int32_t length);
109
110        template <class T>
111        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
112
113    private:
114        class _CoreExport GameStateFactory
115        {
116        public:
117            virtual ~GameStateFactory() { }
118            static shared_ptr<GameState> fabricate(const GameStateInfo& info);
119            template <class T>
120            static void createFactory(const std::string& className)
121                { factories_s[className].reset(new TemplateGameStateFactory<T>()); }
122
123            virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0;
124            static std::map<std::string, shared_ptr<GameStateFactory> > factories_s;
125        };
126        template <class T>
127        class TemplateGameStateFactory : public GameStateFactory
128        {
129        public:
130            shared_ptr<GameState> fabricateInternal(const GameStateInfo& info)
131                { return shared_ptr<GameState>(new T(info)); }
132        };
133        // For the factory destruction
134        typedef Loki::ObjScopeGuardImpl0<std::map<std::string, shared_ptr<GameStateFactory> >, void (std::map<std::string, shared_ptr<GameStateFactory> >::*)()> ObjScopeGuard;
135
136        struct StatisticsTickInfo
137        {
138            uint64_t    tickTime;
139            uint32_t    tickLength;
140        };
141
142        Game(Game&); // don't mess with singletons
143
144        void loadGraphics();
145        void unloadGraphics();
146
147        bool checkState(const std::string& name) const;
148        void loadState(const std::string& name);
149        void unloadState(const std::string& name);
150
151        // Main loop structuring
152        void updateGameStateStack();
153        void updateGameStates();
154        void updateStatistics();
155        void updateFPSLimiter();
156
157        // ScopeGuard helper function
158        void resetChangingState() { this->bChangingState_ = false; }
159
160        scoped_ptr<Clock>                  gameClock_;
161        scoped_ptr<Core>                   core_;
162        ObjScopeGuard                      gsFactoryDestroyer_;
163        scoped_ptr<GameConfiguration>      configuration_;
164
165        GameStateMap                       constructedStates_;
166        GameStateVector                    loadedStates_;
167        GameStateTreeNodePtr               rootStateNode_;
168        GameStateTreeNodePtr               loadedTopStateNode_;
169        std::vector<GameStateTreeNodePtr>  requestedStateNodes_;
170
171        bool                               bChangingState_;
172        bool                               bAbort_;
173
174        // variables for time statistics
175        uint64_t                           statisticsStartTime_;
176        std::list<StatisticsTickInfo>      statisticsTickTimes_;
177        uint32_t                           periodTime_;
178        uint32_t                           periodTickTime_;
179        float                              avgFPS_;
180        float                              avgTickTime_;
181        int                                excessSleepTime_;
182        unsigned int                       minimumSleepTime_;
183
184        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
185        static Game* singletonPtr_s;        //!< Pointer to the Singleton
186    };
187
188    template <class T>
189    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
190    {
191        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName);
192        if (it == gameStateDeclarations_s.end())
193        {
194            GameStateInfo& info = gameStateDeclarations_s[stateName];
195            info.stateName = stateName;
196            info.className = className;
197            info.bIgnoreTickTime = bIgnoreTickTime;
198            info.bGraphicsMode = bGraphicsMode;
199        }
200        else
201        {
202            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
203            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
204        }
205
206        // Create a factory to delay GameState creation
207        GameStateFactory::createFactory<T>(className);
208
209        // just a required dummy return value
210        return true;
211    }
212}
213
214#endif /* _Game_H__ */
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