Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/network/src/orxonox/gamestates/GSLevel.cc @ 1875

Last change on this file since 1875 was 1755, checked in by rgrieder, 16 years ago

merged gui back to trunk.
update the media repository!

  • Property svn:eol-style set to native
File size: 4.8 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 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Loader.h"
38#include "objects/Backlight.h"
39#include "objects/Tickable.h"
40#include "tools/Timer.h"
41#include "tools/ParticleInterface.h"
42#include "Settings.h"
43#include "Radar.h"
44#include "GraphicsEngine.h"
45
46namespace orxonox
47{
48    GSLevel::GSLevel(const std::string& name)
49        : GameState<GSGraphics>(name)
50        , timeFactor_(1.0f)
51        , sceneManager_(0)
52        , keyBinder_(0)
53        , inputState_(0)
54        , radar_(0)
55        , startLevel_(0)
56        , hud_(0)
57    {
58    }
59
60    GSLevel::~GSLevel()
61    {
62    }
63
64    void GSLevel::enter()
65    {
66        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
67        keyBinder_ = new KeyBinder();
68        keyBinder_->loadBindings();
69        inputState_->setHandler(keyBinder_);
70
71        // create Ogre SceneManager for the level
72        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
73        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
74
75        // temporary hack
76        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
77
78        // Start the Radar
79        this->radar_ = new Radar();
80
81        // Load the HUD
82        COUT(3) << "Orxonox: Loading HUD" << std::endl;
83        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
84        Loader::load(hud_);
85
86        // reset game speed to normal
87        timeFactor_ = 1.0f;
88
89        // TODO: insert slomo console command with
90        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
91    }
92
93    void GSLevel::leave()
94    {
95        Loader::unload(hud_);
96        delete this->hud_;
97
98        // this call will delete every BaseObject!
99        // But currently this will call methods of objects that exist no more
100        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
101        // and call a sceneNode method that has already been destroy by the corresponding space ship.
102        //Loader::close();
103
104        delete this->radar_;
105
106        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
107
108        inputState_->setHandler(0);
109        InputManager::getInstance().requestDestroyState("game");
110        delete this->keyBinder_;
111    }
112
113    void GSLevel::ticked(const Clock& time)
114    {
115        // Call those objects that need the real time
116        for (ObjectList<TickableReal>::iterator it = ObjectList<TickableReal>::begin(); it; ++it)
117            it->tick(time.getDeltaTime());
118        // Call the scene objects
119        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
120            it->tick(time.getDeltaTime() * this->timeFactor_);
121
122        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
123            it->tick(time);
124    }
125
126    /**
127    @brief
128        Changes the speed of Orxonox
129    */
130    void GSLevel::setTimeFactor(float factor)
131    {
132        float change = factor / this->timeFactor_;
133        this->timeFactor_ = factor;
134        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
135            it->setSpeedFactor(it->getSpeedFactor() * change);
136
137        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
138            it->setTimeFactor(timeFactor_);
139    }
140
141    void GSLevel::loadLevel()
142    {
143        // call the loader
144        COUT(0) << "Loading level..." << std::endl;
145        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
146        Loader::open(startLevel_);
147    }
148
149    void GSLevel::unloadLevel()
150    {
151        Loader::unload(startLevel_);
152        delete this->startLevel_;
153    }
154}
Note: See TracBrowser for help on using the repository browser.