[1661] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Reto Grieder |
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| 24 | * Co-authors: |
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[1662] | 25 | * Fabian 'x3n' Landau |
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[1661] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "GSLevel.h" |
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| 31 | |
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[1686] | 32 | #include <OgreSceneManager.h> |
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| 33 | #include <OgreRoot.h> |
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[1661] | 34 | #include "core/input/InputManager.h" |
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| 35 | #include "core/input/SimpleInputState.h" |
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| 36 | #include "core/input/KeyBinder.h" |
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[1662] | 37 | #include "core/Loader.h" |
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[1887] | 38 | #include "core/CommandExecutor.h" |
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| 39 | #include "core/ConsoleCommand.h" |
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| 40 | #include "core/ConfigValueIncludes.h" |
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| 41 | #include "core/CoreIncludes.h" |
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[1662] | 42 | #include "objects/Backlight.h" |
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[1694] | 43 | #include "objects/Tickable.h" |
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[1819] | 44 | #include "objects/Radar.h" |
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[1662] | 45 | #include "tools/ParticleInterface.h" |
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[1670] | 46 | #include "Settings.h" |
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[1662] | 47 | #include "GraphicsEngine.h" |
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[1661] | 48 | |
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| 49 | namespace orxonox |
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| 50 | { |
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[1670] | 51 | GSLevel::GSLevel(const std::string& name) |
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[1689] | 52 | : GameState<GSGraphics>(name) |
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[1674] | 53 | , timeFactor_(1.0f) |
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[1686] | 54 | , sceneManager_(0) |
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[1662] | 55 | , keyBinder_(0) |
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[1670] | 56 | , inputState_(0) |
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[1662] | 57 | , radar_(0) |
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| 58 | , startLevel_(0) |
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| 59 | , hud_(0) |
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[1661] | 60 | { |
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[1887] | 61 | RegisterObject(GSLevel); |
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| 62 | setConfigValues(); |
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[1661] | 63 | } |
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| 64 | |
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| 65 | GSLevel::~GSLevel() |
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| 66 | { |
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| 67 | } |
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| 68 | |
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[1887] | 69 | void GSLevel::setConfigValues() |
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| 70 | { |
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| 71 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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| 72 | } |
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| 73 | |
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[1661] | 74 | void GSLevel::enter() |
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| 75 | { |
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[1670] | 76 | inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20); |
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[1662] | 77 | keyBinder_ = new KeyBinder(); |
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[1887] | 78 | keyBinder_->loadBindings("keybindings.ini"); |
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[1670] | 79 | inputState_->setHandler(keyBinder_); |
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[1661] | 80 | |
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[1662] | 81 | // create Ogre SceneManager for the level |
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[1688] | 82 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager"); |
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[1686] | 83 | COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl; |
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[1688] | 84 | |
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| 85 | // temporary hack |
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[1686] | 86 | GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_); |
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[1662] | 87 | |
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| 88 | // Start the Radar |
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| 89 | this->radar_ = new Radar(); |
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| 90 | |
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| 91 | // Load the HUD |
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| 92 | COUT(3) << "Orxonox: Loading HUD" << std::endl; |
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| 93 | hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo"); |
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| 94 | Loader::load(hud_); |
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[1674] | 95 | |
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| 96 | // reset game speed to normal |
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| 97 | timeFactor_ = 1.0f; |
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[1755] | 98 | |
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| 99 | // TODO: insert slomo console command with |
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| 100 | // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false); |
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[1887] | 101 | |
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| 102 | // keybind console command |
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| 103 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 104 | functor1->setObject(this); |
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| 105 | CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "keybind")); |
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| 106 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 107 | functor2->setObject(this); |
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| 108 | CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "tkeybind")); |
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| 109 | // set our console command as callback for the key detector |
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| 110 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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[1661] | 111 | } |
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| 112 | |
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| 113 | void GSLevel::leave() |
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| 114 | { |
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[1662] | 115 | Loader::unload(hud_); |
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| 116 | delete this->hud_; |
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| 117 | |
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| 118 | // this call will delete every BaseObject! |
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| 119 | // But currently this will call methods of objects that exist no more |
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| 120 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 121 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 122 | //Loader::close(); |
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| 123 | |
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| 124 | delete this->radar_; |
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| 125 | |
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[1688] | 126 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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[1662] | 127 | |
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[1670] | 128 | inputState_->setHandler(0); |
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| 129 | InputManager::getInstance().requestDestroyState("game"); |
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[1662] | 130 | delete this->keyBinder_; |
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[1661] | 131 | } |
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| 132 | |
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[1674] | 133 | void GSLevel::ticked(const Clock& time) |
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[1661] | 134 | { |
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| 135 | // Call the scene objects |
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[1755] | 136 | for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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[1674] | 137 | it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 138 | } |
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| 139 | |
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| 140 | /** |
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| 141 | @brief |
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| 142 | Changes the speed of Orxonox |
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| 143 | */ |
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[1662] | 144 | void GSLevel::setTimeFactor(float factor) |
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| 145 | { |
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[1674] | 146 | float change = factor / this->timeFactor_; |
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| 147 | this->timeFactor_ = factor; |
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[1755] | 148 | for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it) |
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[1662] | 149 | it->setSpeedFactor(it->getSpeedFactor() * change); |
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[1661] | 150 | |
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[1755] | 151 | for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it) |
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[1674] | 152 | it->setTimeFactor(timeFactor_); |
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[1662] | 153 | } |
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[1670] | 154 | |
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| 155 | void GSLevel::loadLevel() |
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| 156 | { |
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| 157 | // call the loader |
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| 158 | COUT(0) << "Loading level..." << std::endl; |
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[1924] | 159 | startLevel_ = new Level(Settings::getDataPath() + "levels/physicstest.oxw"); |
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[1670] | 160 | Loader::open(startLevel_); |
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| 161 | } |
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| 162 | |
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| 163 | void GSLevel::unloadLevel() |
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| 164 | { |
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| 165 | Loader::unload(startLevel_); |
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| 166 | delete this->startLevel_; |
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| 167 | } |
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[1887] | 168 | |
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| 169 | void GSLevel::keybind(const std::string &command) |
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| 170 | { |
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| 171 | this->keybindInternal(command, false); |
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| 172 | } |
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| 173 | |
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| 174 | void GSLevel::tkeybind(const std::string &command) |
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| 175 | { |
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| 176 | this->keybindInternal(command, true); |
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| 177 | } |
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| 178 | |
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| 179 | /** |
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| 180 | @brief |
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| 181 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 182 | @param command |
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| 183 | Command string that can be executed by the CommandExecutor |
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| 184 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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| 185 | the key/button/axis that has been activated. This is configured above in enter(). |
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| 186 | */ |
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| 187 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 188 | { |
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| 189 | static std::string bindingString = ""; |
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| 190 | static bool bTemporarySaved = false; |
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| 191 | static bool bound = true; |
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| 192 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 193 | // Howerver there will be no real issue if it happens anyway. |
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| 194 | if (command.find(keyDetectorCallbackCode_) != 0) |
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| 195 | { |
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| 196 | if (bound) |
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| 197 | { |
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| 198 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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| 199 | InputManager::getInstance().requestEnterState("detector"); |
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| 200 | bindingString = command; |
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| 201 | bTemporarySaved = bTemporary; |
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| 202 | bound = false; |
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| 203 | } |
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| 204 | //else: We're still in a keybind command. ignore this call. |
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| 205 | } |
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| 206 | else |
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| 207 | { |
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| 208 | if (!bound) |
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| 209 | { |
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| 210 | // user has pressed the key |
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| 211 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 212 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 213 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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| 214 | InputManager::getInstance().requestLeaveState("detector"); |
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| 215 | bound = true; |
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| 216 | } |
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| 217 | // else: A key was pressed within the same tick, ignore it. |
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| 218 | } |
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| 219 | } |
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[1661] | 220 | } |
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