/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ /** @file @brief Declaration of Game Singleton. */ #ifndef _Game_H__ #define _Game_H__ #include "CorePrereqs.h" #include #include #include #include #include "OrxonoxClass.h" /** @def Adds a new GameState to the Game. The second parameter is the name as string and every following paramter is a constructor argument (which is usually non existent) */ #define AddGameState(classname, ...) \ static bool MACRO_CONCATENATE(bGameStateDummy_##classname, __LINE__) = orxonox::Game::addGameState(new classname(__VA_ARGS__)) namespace orxonox { /** @brief Main class responsible for running the game. */ class _CoreExport Game : public OrxonoxClass { public: Game(int argc, char** argv); ~Game(); void setConfigValues(); void setStateHierarchy(const std::string& str); GameState* getState(const std::string& name); void run(); void stop(); void requestState(const std::string& name); void requestStates(const std::string& names); void popState(); const Clock& getGameClock() { return *this->gameClock_; } float getAvgTickTime() { return this->avgTickTime_; } float getAvgFPS() { return this->avgFPS_; } void addTickTime(uint32_t length); static bool addGameState(GameState* state); static void destroyStates(); static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; } private: struct statisticsTickInfo { uint64_t tickTime; uint32_t tickLength; }; Game(Game&); // don't mess with singletons void loadState(GameState* state); void unloadState(GameState* state); std::vector activeStates_; GameStateTreeNode* rootStateNode_; GameStateTreeNode* activeStateNode_; std::vector requestedStateNodes_; std::vector allStateNodes_; Core* core_; Clock* gameClock_; bool abort_; // variables for time statistics uint64_t statisticsStartTime_; std::list statisticsTickTimes_; uint32_t periodTime_; uint32_t periodTickTime_; float avgFPS_; float avgTickTime_; // config values unsigned int statisticsRefreshCycle_; unsigned int statisticsAvgLength_; static std::map allStates_s; static Game* singletonRef_s; //!< Pointer to the Singleton }; } #endif /* _Game_H__ */