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source: code/branches/menue/src/modules/notifications/NotificationDispatcher.cc @ 8884

Last change on this file since 8884 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: 5.4 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 thes
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 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file NotificationDispatcher.cc
31    @brief Implementation of the NotificationDispatcher class.
32*/
33
34#include "NotificationDispatcher.h"
35
36#include "core/CoreIncludes.h"
37#include "core/EventIncludes.h"
38#include "core/XMLPort.h"
39#include "network/NetworkFunction.h"
40#include "network/Host.h"
41
42#include "infos/PlayerInfo.h"
43#include "interfaces/NotificationListener.h"
44#include "interfaces/PlayerTrigger.h"
45#include "worldentities/pawns/Pawn.h"
46
47namespace orxonox
48{
49
50    CreateUnloadableFactory(NotificationDispatcher);
51
52    registerMemberNetworkFunction(NotificationDispatcher, dispatch);
53
54    /**
55    @brief
56        Default constructor. Initializes the object.
57    */
58    NotificationDispatcher::NotificationDispatcher(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
59    {
60        RegisterObject(NotificationDispatcher);
61
62        this->sender_ = NotificationListener::NONE;
63        this->registerVariables();
64    }
65
66    /**
67    @brief
68        Destructor.
69    */
70    NotificationDispatcher::~NotificationDispatcher()
71    {
72
73    }
74
75    /**
76    @brief
77        Method for creating a NotificationDispatcher object through XML.
78    */
79    void NotificationDispatcher::XMLPort(Element& xmlelement, XMLPort::Mode mode)
80    {
81        SUPER(NotificationDispatcher, XMLPort, xmlelement, mode);
82
83        XMLPortParam(NotificationDispatcher, "sender", getSender, setSender, xmlelement, mode);
84       
85        XMLPortEventSink(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode); //TODO: Change BaseObject to MultiTrigger as soon as MultiTrigger is the base of all triggers.
86    }
87
88    void NotificationDispatcher::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
89    {
90        SUPER(NotificationDispatcher, XMLEventPort, xmlelement, mode);
91
92        XMLPortEventState(NotificationDispatcher, BaseObject, "trigger", trigger, xmlelement, mode);
93    }
94
95    /**
96    @brief
97        Registers variables for synchronisation.
98    */
99    void NotificationDispatcher::registerVariables(void)
100    {
101        registerVariable(this->sender_, VariableDirection::ToClient);
102    }
103
104    /**
105    @brief
106        Dispatches a Notification with a message supplied by the createNotificationMessage() method, which can be overloaded.
107    @param clientId
108        The id of the client the notification should be dispatched to.
109    */
110    void NotificationDispatcher::dispatch(unsigned int clientId)
111    {
112        if(GameMode::isStandalone() || Host::getPlayerID() == clientId || this->getSyncMode() == 0x0)
113        {
114            const std::string message = this->createNotificationMessage();
115            // TODO: Make the type configurable.
116            NotificationListener::sendNotification(message, this->getSender(), notificationMessageType::info, notificationSendMode::network, clientId);
117        }
118        else if(GameMode::isServer())
119        {
120            callMemberNetworkFunction(NotificationDispatcher, dispatch, this->getObjectID(), clientId, clientId);
121        }
122    }
123
124    /**
125    @brief
126        Is called when the NotificationDispatcher is triggered.
127    @param triggered
128        Whether it has been triggered or untriggered. The NotificationDispatcher only reacts to the first kind of events.
129    @param trigger
130        The object that caused the event to be fired.
131    @return
132        Returns true if the NotificationDispatcher was successfully triggered.
133    */
134    bool NotificationDispatcher::trigger(bool triggered, BaseObject* trigger)
135    {
136        if(!triggered || !this->isActive()) // If the NotificationDispatcher is inactive it cannot be executed.
137            return false;
138
139        orxout(verbose, context::notifications) << "NotificationDispatcher (&" << this << ") triggered." << endl;
140
141        PlayerTrigger* pTrigger = orxonox_cast<PlayerTrigger*>(trigger);
142        PlayerInfo* player = NULL;
143
144        // If the trigger is a PlayerTrigger.
145        if(pTrigger != NULL)
146        {
147            if(!pTrigger->isForPlayer())  // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one.
148                return false;
149            else
150                player = pTrigger->getTriggeringPlayer();
151        }
152        else
153            return false;
154
155        if(player == NULL)
156        {
157            orxout(verbose, context::notifications) << "The NotificationDispatcher was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << endl;
158            return false;
159        }
160
161        this->dispatch(player->getClientID());
162
163        return true;
164    }
165
166}
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