/* * 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: * ... * */ #include "GSMainMenu.h" #include #include "core/input/InputManager.h" #include "core/input/InputState.h" #include "core/input/KeyBinderManager.h" #include "core/Game.h" #include "core/ConsoleCommand.h" #include "core/ConfigValueIncludes.h" #include "core/GraphicsManager.h" #include "core/GUIManager.h" #include "Scene.h" #include "sound/AmbientSound.h" namespace orxonox { DeclareGameState(GSMainMenu, "mainMenu", false, true); GSMainMenu::GSMainMenu(const GameStateInfo& info) : GameState(info) , inputState_(0) { RegisterRootObject(GSMainMenu); inputState_ = InputManager::getInstance().createInputState("mainMenu"); inputState_->setMouseMode(MouseMode::Nonexclusive); inputState_->setHandler(GUIManager::getInstancePtr()); inputState_->setKeyHandler(KeyBinderManager::getInstance().getDefaultAsHandler()); inputState_->setJoyStickHandler(&InputHandler::EMPTY); // create an empty Scene this->scene_ = new Scene(NULL); this->scene_->setSyncMode( 0x0 ); // and a Camera this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera"); if (GameMode::playsSound()) { // Load sound this->ambient_ = new AmbientSound(0); this->ambient_->setSyncMode(0x0); } } GSMainMenu::~GSMainMenu() { if (GameMode::playsSound()) this->ambient_->destroy(); InputManager::getInstance().destroyState("mainMenu"); this->scene_->getSceneManager()->destroyCamera(this->camera_); this->scene_->destroy(); } void GSMainMenu::activate() { // show main menu GUIManager::getInstance().showGUI("MainMenu", true, GraphicsManager::getInstance().isFullScreen()); GUIManager::getInstance().setCamera(this->camera_); GUIManager::getInstance().setBackground("MainMenuBackground"); // GUIManager::getInstance().setBackground(""); GraphicsManager::getInstance().setCamera(this->camera_); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startStandalone), "startGame")); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startServer), "startServer")); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startClient), "startClient")); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startDedicated), "startDedicated")); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::startMainMenu), "startMainMenu")); // create command to change sound path CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(createFunctor(&GSMainMenu::setMainMenuSoundPath, this), "setMMSoundPath")); KeyBinderManager::getInstance().setToDefault(); InputManager::getInstance().enterState("mainMenu"); this->setConfigValues(); if (GameMode::playsSound()) { this->ambient_->setLooping(true); this->ambient_->play(); // works without source } } void GSMainMenu::deactivate() { if (GameMode::playsSound()) { this->ambient_->stop(); } InputManager::getInstance().leaveState("mainMenu"); GUIManager::getInstance().setCamera(0); GUIManager::getInstance().setBackground(""); GUIManager::hideGUI("MainMenu"); GraphicsManager::getInstance().setCamera(0); } void GSMainMenu::update(const Clock& time) { } void GSMainMenu::setConfigValues() { SetConfigValue(soundPathMain_, "mainmenu.ogg") .description("Contains the path to the main menu sound file.") .callback(this, &GSMainMenu::reloadSound); } void GSMainMenu::reloadSound() { if (GameMode::playsSound()) { this->ambient_->setAmbientSource(soundPathMain_); } } const std::string& GSMainMenu::getMainMenuSoundPath() { return soundPathMain_; } void GSMainMenu::setMainMenuSoundPath(const std::string& path) { ModifyConfigValue(soundPathMain_, set, path); } void GSMainMenu::startStandalone() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("standalone, level"); } void GSMainMenu::startServer() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("server, level"); } void GSMainMenu::startClient() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().requestStates("client, level"); } void GSMainMenu::startDedicated() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().popState(); Game::getInstance().requestStates("server, level"); } void GSMainMenu::startMainMenu() { // HACK - HACK Game::getInstance().popState(); Game::getInstance().popState(); Game::getInstance().requestStates("mainmenu"); } }