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source: code/branches/menu/src/libraries/core/Game.h @ 6047

Last change on this file since 6047 was 6024, checked in by scheusso, 15 years ago

merged ingamemenu branch to menu branch

  • Property svn:eol-style set to native
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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 *      ...
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// tolua_begin
61namespace orxonox
62{
63// tolua_end
64    class GameConfiguration;
65
66    //! Helper object required before GameStates are being constructed
67    struct GameStateInfo
68    {
69        std::string stateName;
70        std::string className;
71        bool bIgnoreTickTime;
72        bool bGraphicsMode;
73    };
74
75    /**
76    @brief
77        Main class responsible for running the game.
78    @remark
79        You should only create this singleton once because it owns the Core class! (see remark there)
80    */
81// tolua_begin
82    class _CoreExport Game
83        : public Singleton<Game>
84    {
85// tolua_end
86        friend class Singleton<Game>;
87        typedef std::vector<shared_ptr<GameState> > GameStateVector;
88        typedef std::map<std::string, shared_ptr<GameState> > GameStateMap;
89        typedef shared_ptr<GameStateTreeNode> GameStateTreeNodePtr;
90
91    public:
92        Game(const std::string& cmdLine);
93        ~Game();
94
95        void setStateHierarchy(const std::string& str);
96        shared_ptr<GameState> getState(const std::string& name);
97
98        void run();
99        void stop();
100
101        static Game& getInstance(){ return Singleton<Game>::getInstance(); } // tolua_export
102
103        void requestState(const std::string& name); //tolua_export
104        void requestStates(const std::string& names); //tolua_export
105        void popState(); //tolua_export
106
107        const Clock& getGameClock() { return *this->gameClock_; }
108
109        float getAvgTickTime() { return this->avgTickTime_; }
110        float getAvgFPS()      { return this->avgFPS_; }
111
112        void subtractTickTime(int32_t length);
113
114        template <class T>
115        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
116
117    private:
118        class _CoreExport GameStateFactory
119        {
120        public:
121            virtual ~GameStateFactory() { }
122            static shared_ptr<GameState> fabricate(const GameStateInfo& info);
123            template <class T>
124            static void createFactory(const std::string& className)
125                { getFactories()[className].reset(new TemplateGameStateFactory<T>()); }
126
127            virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0;
128            static std::map<std::string, shared_ptr<GameStateFactory> >& getFactories();
129        };
130        template <class T>
131        class TemplateGameStateFactory : public GameStateFactory
132        {
133        public:
134            shared_ptr<GameState> fabricateInternal(const GameStateInfo& info)
135                { return shared_ptr<GameState>(new T(info)); }
136        };
137        // For the factory destruction
138        typedef Loki::ObjScopeGuardImpl0<std::map<std::string, shared_ptr<GameStateFactory> >, void (std::map<std::string, shared_ptr<GameStateFactory> >::*)()> ObjScopeGuard;
139
140        struct StatisticsTickInfo
141        {
142            uint64_t    tickTime;
143            uint32_t    tickLength;
144        };
145
146        Game(Game&); // don't mess with singletons
147
148        void loadGraphics();
149        void unloadGraphics();
150
151        void parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode);
152        bool checkState(const std::string& name) const;
153        void loadState(const std::string& name);
154        void unloadState(const std::string& name);
155
156        // Main loop structuring
157        void updateGameStateStack();
158        void updateGameStates();
159        void updateStatistics();
160        void updateFPSLimiter();
161
162        // ScopeGuard helper function
163        void resetChangingState() { this->bChangingState_ = false; }
164
165        scoped_ptr<Clock>                  gameClock_;
166        scoped_ptr<Core>                   core_;
167        ObjScopeGuard                      gsFactoryDestroyer_;
168        scoped_ptr<GameConfiguration>      configuration_;
169
170        GameStateMap                       constructedStates_;
171        GameStateVector                    loadedStates_;
172        GameStateTreeNodePtr               rootStateNode_;
173        GameStateTreeNodePtr               loadedTopStateNode_;
174        std::vector<GameStateTreeNodePtr>  requestedStateNodes_;
175
176        bool                               bChangingState_;
177        bool                               bAbort_;
178
179        // variables for time statistics
180        uint64_t                           statisticsStartTime_;
181        std::list<StatisticsTickInfo>      statisticsTickTimes_;
182        uint32_t                           periodTime_;
183        uint32_t                           periodTickTime_;
184        float                              avgFPS_;
185        float                              avgTickTime_;
186        int                                excessSleepTime_;
187        unsigned int                       minimumSleepTime_;
188
189        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
190        static Game* singletonPtr_s;        //!< Pointer to the Singleton
191    }; //tolua_export
192
193    template <class T>
194    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
195    {
196        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName);
197        if (it == gameStateDeclarations_s.end())
198        {
199            GameStateInfo& info = gameStateDeclarations_s[stateName];
200            info.stateName = stateName;
201            info.className = className;
202            info.bIgnoreTickTime = bIgnoreTickTime;
203            info.bGraphicsMode = bGraphicsMode;
204        }
205        else
206        {
207            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
208            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
209        }
210
211        // Create a factory to delay GameState creation
212        GameStateFactory::createFactory<T>(className);
213
214        // just a required dummy return value
215        return true;
216    }
217} //tolua_export
218
219#endif /* _Game_H__ */
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