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source: code/branches/presentation2/src/orxonox/gamestates/GSRoot.cc @ 7162

Last change on this file since 7162 was 6408, checked in by rgrieder, 15 years ago

Main loop optimisations.

  • Property svn:eol-style set to native
File size: 4.6 KB
RevLine 
[1661]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
[5855]31#include "util/Clock.h"
[6378]32#include "core/BaseObject.h"
[3196]33#include "core/ConsoleCommand.h"
[2896]34#include "core/Game.h"
35#include "core/GameMode.h"
[3304]36#include "network/NetworkFunction.h"
[1826]37#include "tools/Timer.h"
[5693]38#include "tools/interfaces/TimeFactorListener.h"
39#include "tools/interfaces/Tickable.h"
[1661]40
41namespace orxonox
42{
[3370]43    DeclareGameState(GSRoot, "root", false, false);
[5918]44    SetConsoleCommandShortcut(GSRoot, printObjects);
[1663]45
[3370]46    GSRoot::GSRoot(const GameStateInfo& info)
47        : GameState(info)
[2662]48        , bPaused_(false)
49        , timeFactorPauseBackup_(1.0f)
[1661]50    {
51    }
52
53    GSRoot::~GSRoot()
54    {
[3304]55        NetworkFunctionBase::destroyAllNetworkFunctions();
[1661]56    }
[6387]57
[5918]58    void GSRoot::printObjects()
59    {
60        unsigned int nr=0;
[6378]61        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it; ++it)
62        {
63            if (dynamic_cast<Synchronisable*>(*it))
[5918]64                COUT(0) << "object: " << it->getIdentifier()->getName() << " id: " << dynamic_cast<Synchronisable*>(*it)->getObjectID() << std::endl;
65            else
66                COUT(0) << "object: " << it->getIdentifier()->getName() << std::endl;
67            nr++;
68        }
69        COUT(0) << "currently got " << nr << " objects" << std::endl;
70    }
[1661]71
[2896]72    void GSRoot::activate()
[1686]73    {
[2662]74        // reset game speed to normal
[6160]75        TimeFactorListener::setTimeFactor(1.0f);
[2662]76
[5829]77        // time factor console command
[5876]78        ConsoleCommand* command = createConsoleCommand(createFunctor(&GSRoot::setTimeFactor, this), "setTimeFactor");
79        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);
[2662]80
[5829]81        // time factor console command
[5876]82        command = createConsoleCommand(createFunctor(&GSRoot::pause, this), "pause");
83        CommandExecutor::addConsoleCommandShortcut(command).accessLevel(AccessLevel::Offline);
[1661]84    }
85
[2896]86    void GSRoot::deactivate()
[1661]87    {
88    }
89
[2896]90    void GSRoot::update(const Clock& time)
[1661]91    {
[5831]92        for (ObjectList<Timer>::iterator it = ObjectList<Timer>::begin(); it; )
[6408]93        {
94            Timer* object = *it;
95            ++it;
96            object->tick(time);
97        }
[1826]98
[2171]99        /*** HACK *** HACK ***/
100        // Call the Tickable objects
[2662]101        float leveldt = time.getDeltaTime();
102        if (leveldt > 1.0f)
103        {
104            // just loaded
105            leveldt = 0.0f;
106        }
[6408]107        float realdt = leveldt * TimeFactorListener::getTimeFactor();
[5785]108        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; )
[6408]109        {
110            Tickable* object = *it;
111            ++it;
112            object->tick(realdt);
113        }
[2171]114        /*** HACK *** HACK ***/
[1662]115    }
[1674]116
117    /**
[2662]118    @brief
119        Changes the speed of Orxonox
[3370]120    @remark
121        This function is a hack when placed here!
122        Timefactor should be related to the scene (level or so), not the game
[2662]123    */
124    void GSRoot::setTimeFactor(float factor)
125    {
[2896]126        if (GameMode::isMaster())
[2662]127        {
128            if (!this->bPaused_)
129            {
[6160]130                TimeFactorListener::setTimeFactor(factor);
[2662]131            }
132            else
133                this->timeFactorPauseBackup_ = factor;
134        }
135    }
136
137    void GSRoot::pause()
138    {
[2896]139        if (GameMode::isMaster())
[2662]140        {
141            if (!this->bPaused_)
142            {
[6160]143                this->timeFactorPauseBackup_ = TimeFactorListener::getTimeFactor();
[2662]144                this->setTimeFactor(0.0f);
145                this->bPaused_ = true;
146            }
147            else
148            {
149                this->bPaused_ = false;
150                this->setTimeFactor(this->timeFactorPauseBackup_);
151            }
152        }
153    }
[6160]154
155    float GSRoot::getTimeFactor()
156    {
157        return TimeFactorListener::getTimeFactor();
158    }
[1661]159}
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