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source: code/branches/pickup/src/orxonox/gamestates/GSRoot.cc @ 8174

Last change on this file since 8174 was 8079, checked in by landauf, 14 years ago

merged usability branch back to trunk

incomplete summary of the changes in this branch:

  • enhanced keyboard navigation in GUIs
  • implemented new graphics menu and changeable window size at runtime
  • added developer mode
  • HUD shows if game is paused, game pauses if ingame menu is opened
  • removed a few obsolete commands and hid some that are more for internal use
  • numpad works in console and gui
  • faster loading of level info
  • enhanced usage of compositors (Shader class)
  • improved camera handling, configurable FOV and aspect ratio
  • Property svn:eol-style set to native
File size: 5.7 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 *      ...
26 *
27 */
28
29#include "GSRoot.h"
30
31#include "util/Clock.h"
32#include "core/BaseObject.h"
33#include "core/Game.h"
34#include "core/GameMode.h"
35#include "core/command/ConsoleCommand.h"
36#include "network/NetworkFunction.h"
37#include "tools/Timer.h"
38#include "tools/interfaces/Tickable.h"
39
40#include "GSLevel.h"
41
42namespace orxonox
43{
44    DeclareGameState(GSRoot, "root", false, false);
45
46    static const std::string __CC_setTimeFactor_name = "setTimeFactor";
47    static const std::string __CC_setPause_name = "setPause";
48    static const std::string __CC_pause_name = "pause";
49
50    /*static*/ bool GSRoot::startMainMenu_s = false;
51
52    SetConsoleCommand("printObjects", &GSRoot::printObjects).hide();
53    SetConsoleCommand(__CC_setTimeFactor_name, &GSRoot::setTimeFactor).accessLevel(AccessLevel::Master).defaultValues(1.0);
54    SetConsoleCommand(__CC_setPause_name,      &GSRoot::setPause     ).accessLevel(AccessLevel::Master).hide();
55    SetConsoleCommand(__CC_pause_name,         &GSRoot::pause        ).accessLevel(AccessLevel::Master);
56
57    registerStaticNetworkFunction(&TimeFactorListener::setTimeFactor);
58
59    GSRoot::GSRoot(const GameStateInfo& info)
60        : GameState(info)
61        , bPaused_(false)
62        , timeFactorPauseBackup_(1.0f)
63    {
64    }
65
66    GSRoot::~GSRoot()
67    {
68        NetworkFunctionBase::destroyAllNetworkFunctions();
69    }
70
71    void GSRoot::printObjects()
72    {
73        unsigned int nr=0;
74        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
75        {
76            if (dynamic_cast<Synchronisable*>(*it))
77                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
78            else
79                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
80            nr++;
81        }
82        COUT(0) << "currently got " << nr << " objects" << std::endl;
83    }
84
85    void GSRoot::activate()
86    {
87        // reset game speed to normal
88        TimeFactorListener::setTimeFactor(1.0f);
89
90        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(this);
91        ModifyConsoleCommand(__CC_setPause_name).setObject(this);
92        ModifyConsoleCommand(__CC_pause_name).setObject(this);
93    }
94
95    void GSRoot::deactivate()
96    {
97        ModifyConsoleCommand(__CC_setTimeFactor_name).setObject(0);
98        ModifyConsoleCommand(__CC_setPause_name).setObject(0);
99        ModifyConsoleCommand(__CC_pause_name).setObject(0);
100    }
101
102    void GSRoot::update(const Clock& time)
103    {
104        if(startMainMenu_s)
105        {
106            delayedStartMainMenu();
107            startMainMenu_s = false;
108        }
109
110        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
111        {
112            Timer* object = *it;
113            ++it;
114            object->tick(time);
115        }
116
117        /*** HACK *** HACK ***/
118        // Call the Tickable objects
119        float leveldt = time.getDeltaTime();
120        if (leveldt > 1.0f)
121        {
122            // just loaded
123            leveldt = 0.0f;
124        }
125        float realdt = leveldt * TimeFactorListener::getTimeFactor();
126        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
127        {
128            Tickable* object = *it;
129            ++it;
130            object->tick(realdt);
131        }
132        /*** HACK *** HACK ***/
133    }
134
135    /**
136    @brief
137        Changes the speed of Orxonox
138    @remark
139        This function is a hack when placed here!
140        Timefactor should be related to the scene (level or so), not the game
141    */
142    void GSRoot::setTimeFactor(float factor)
143    {
144        if (GameMode::isMaster())
145        {
146            if (!this->bPaused_)
147            {
148                TimeFactorListener::setTimeFactor(factor);
149            }
150            else
151                this->timeFactorPauseBackup_ = factor;
152        }
153    }
154
155    void GSRoot::pause()
156    {
157        if (GameMode::isMaster())
158        {
159            if (!this->bPaused_)
160            {
161                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
162                this->setTimeFactor(0.0f);
163                this->bPaused_ = true;
164            }
165            else
166            {
167                this->bPaused_ = false;
168                this->setTimeFactor(this->timeFactorPauseBackup_);
169            }
170        }
171    }
172
173    void GSRoot::setPause(bool pause)
174    {
175        if (GameMode::isMaster())
176        {
177            if (pause != this->bPaused_)
178                this->pause();
179        }
180    }
181
182    void GSRoot::changedTimeFactor(float factor_new, float factor_old)
183    {
184        if (!GameMode::isStandalone())
185            callStaticNetworkFunction(&TimeFactorListener::setTimeFactor, CLIENTID_UNKNOWN, factor_new);
186    }
187
188    /*static*/ void GSRoot::delayedStartMainMenu(void)
189    {
190        if(!startMainMenu_s)
191            startMainMenu_s = true;
192        else
193            GSLevel::startMainMenu();
194    }
195
196}
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