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source: code/branches/resource/src/core/Game.h @ 3355

Last change on this file since 3355 was 3355, checked in by rgrieder, 15 years ago

Loading and unloading graphics automatically: As soon as a GameState requires graphics (defined at the GameState declaration with a bool) it gets loaded. And vice versa.

  • Property svn:eol-style set to native
File size: 6.4 KB
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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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39
40#include <cassert>
41#include <list>
42#include <map>
43#include <string>
44#include <vector>
45#include <boost/shared_ptr.hpp>
46#include <boost/preprocessor/cat.hpp>
47
48#include "util/Debug.h"
49#include "util/StringUtils.h"
50
51/**
52@def
53    Adds a new GameState to the Game. The second parameter is the name as string
54    and every following paramter is a constructor argument (which is usually non existent)
55*/
56#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
57    static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
58
59namespace orxonox
60{
61    class GameConfiguration;
62
63    //! Helper object required before GameStates are being constructed
64    struct GameStateInfo
65    {
66        std::string stateName;
67        std::string className;
68        bool bIgnoreTickTime;
69        bool bGraphicsMode;
70    };
71
72    /**
73    @brief
74        Main class responsible for running the game.
75    */
76    class _CoreExport Game
77    {
78    public:
79        Game(const std::string& cmdLine);
80        ~Game();
81
82        void setStateHierarchy(const std::string& str);
83        GameState* getState(const std::string& name);
84
85        void run();
86        void stop();
87
88        void requestState(const std::string& name);
89        void requestStates(const std::string& names);
90        void popState();
91
92        const Clock& getGameClock() { return *this->gameClock_; }
93
94        float getAvgTickTime() { return this->avgTickTime_; }
95        float getAvgFPS()      { return this->avgFPS_; }
96
97        void subtractTickTime(int32_t length);
98
99        template <class T>
100        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
101        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
102
103    private:
104        class _CoreExport GameStateFactory
105        {
106        public:
107            virtual ~GameStateFactory() { }
108            static GameState* fabricate(const GameStateInfo& info);
109            template <class T>
110            static void createFactory(const std::string& className)
111                { factories_s[className] = new TemplateGameStateFactory<T>(); }
112            static void destroyFactories();
113        private:
114            virtual GameState* fabricateInternal(const GameStateInfo& info) = 0;
115            static std::map<std::string, GameStateFactory*> factories_s;
116        };
117        template <class T>
118        class TemplateGameStateFactory : public GameStateFactory
119        {
120        public:
121            GameState* fabricateInternal(const GameStateInfo& info)
122                { return new T(info); }
123        };
124
125        struct StatisticsTickInfo
126        {
127            uint64_t    tickTime;
128            uint32_t    tickLength;
129        };
130
131        Game(Game&); // don't mess with singletons
132
133        void loadGraphics();
134        void unloadGraphics();
135
136        void loadState(GameState* state);
137        void unloadState(GameState* state);
138
139        // Main loop structuring
140        void updateGameStateStack();
141        void updateGameStates();
142        void updateStatistics();
143        void updateFPSLimiter();
144
145        std::map<std::string, GameState*>    gameStates_;
146        std::vector<GameState*>              activeStates_;
147        boost::shared_ptr<GameStateTreeNode> rootStateNode_;
148        boost::shared_ptr<GameStateTreeNode> activeStateNode_;
149        std::vector<boost::shared_ptr<GameStateTreeNode> > requestedStateNodes_;
150
151        Core*                           core_;
152        Clock*                          gameClock_;
153        GameConfiguration*              configuration_;
154
155        bool                            bChangingState_;
156        bool                            bAbort_;
157
158        // variables for time statistics
159        uint64_t                        statisticsStartTime_;
160        std::list<StatisticsTickInfo>   statisticsTickTimes_;
161        uint32_t                        periodTime_;
162        uint32_t                        periodTickTime_;
163        float                           avgFPS_;
164        float                           avgTickTime_;
165        int                             excessSleepTime_;
166        unsigned int                    minimumSleepTime_;
167
168        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
169        static Game* singletonRef_s;        //!< Pointer to the Singleton
170    };
171
172    template <class T>
173    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
174    {
175        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(getLowercase(stateName));
176        if (it == gameStateDeclarations_s.end())
177        {
178            GameStateInfo& info = gameStateDeclarations_s[getLowercase(stateName)];
179            info.stateName = stateName;
180            info.className = className;
181            info.bIgnoreTickTime = bIgnoreTickTime;
182            info.bGraphicsMode = bGraphicsMode;
183        }
184        else
185        {
186            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
187            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
188        }
189
190        // Create a factory to delay GameState creation
191        GameStateFactory::createFactory<T>(className);
192
193        // just a required dummy return value
194        return true;
195    }
196}
197
198#endif /* _Game_H__ */
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