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source: code/branches/resource/src/orxonox/gamestates/GSGraphics.cc @ 3337

Last change on this file since 3337 was 3327, checked in by rgrieder, 15 years ago

Merged all remaining revisions from core4 back to the trunk.

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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 *      Benjamin Knecht
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of Graphics GameState class.
33 */
34
35#include "GSGraphics.h"
36
37#include <boost/filesystem.hpp>
38#include <OgreRenderWindow.h>
39
40#include "util/Convert.h"
41#include "core/Clock.h"
42#include "core/CommandExecutor.h"
43#include "core/ConsoleCommand.h"
44#include "core/Core.h"
45#include "core/Game.h"
46#include "core/GameMode.h"
47#include "core/input/InputManager.h"
48#include "core/input/KeyBinder.h"
49#include "core/input/InputState.h"
50#include "core/Loader.h"
51#include "core/XMLFile.h"
52#include "overlays/console/InGameConsole.h"
53#include "gui/GUIManager.h"
54#include "sound/SoundManager.h"
55#include "GraphicsManager.h"
56
57namespace orxonox
58{
59    DeclareGameState(GSGraphics, "graphics", true, true);
60
61    GSGraphics::GSGraphics(const GameStateConstrParams& params)
62        : GameState(params)
63        , inputManager_(0)
64        , console_(0)
65        , guiManager_(0)
66        , graphicsManager_(0)
67        , soundManager_(0)
68        , masterKeyBinder_(0)
69        , masterInputState_(0)
70        , debugOverlay_(0)
71    {
72    }
73
74    GSGraphics::~GSGraphics()
75    {
76    }
77
78    /**
79    @brief
80        This function is called when we enter this game state.
81
82        Since graphics is very important for our game this function does quite a lot:
83        \li starts graphics manager
84        \li loads debug overlay
85        \li manages render window
86        \li creates input manager
87        \li loads master key bindings
88        \li loads the SoundManager
89        \li loads ingame console
90        \li loads GUI interface (GUIManager)
91        \li creates console command to toggle GUI
92    */
93    void GSGraphics::activate()
94    {
95        GameMode::setShowsGraphics(true);
96
97        // Load OGRE including the render window
98        this->graphicsManager_ = new GraphicsManager();
99
100        // load debug overlay
101        COUT(3) << "Loading Debug Overlay..." << std::endl;
102        this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string());
103        Loader::open(debugOverlay_);
104
105        // The render window width and height are used to set up the mouse movement.
106        size_t windowHnd = 0;
107        Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow();
108        renderWindow->getCustomAttribute("WINDOW", &windowHnd);
109
110        // Calls the InputManager which sets up the input devices.
111        inputManager_ = new InputManager(windowHnd);
112
113        // load master key bindings
114        masterInputState_ = InputManager::getInstance().createInputState("master", true);
115        masterKeyBinder_ = new KeyBinder();
116        masterKeyBinder_->loadBindings("masterKeybindings.ini");
117        masterInputState_->setKeyHandler(masterKeyBinder_);
118
119        // Load the SoundManager
120        soundManager_ = new SoundManager();
121
122        // Load the InGameConsole
123        console_ = new InGameConsole();
124        console_->initialise();
125
126        // load the CEGUI interface
127        guiManager_ = new GUIManager();
128        guiManager_->initialise(renderWindow);
129
130        // add console command to toggle GUI
131        FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI);
132        functor->setObject(this);
133        this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
134        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
135
136        // enable master input
137        InputManager::getInstance().enterState("master");
138    }
139
140    /**
141    @brief
142        This function is called when the game state is left
143
144        Created references, input states and console commands are deleted.
145    */
146    void GSGraphics::deactivate()
147    {
148/*
149        if (this->ccToggleGUI_)
150        {
151            delete this->ccToggleGUI_;
152            this->ccToggleGUI_ = 0;
153        }
154*/
155
156        masterInputState_->setHandler(0);
157        InputManager::getInstance().destroyState("master");
158        delete this->masterKeyBinder_;
159
160        delete this->guiManager_;
161        delete this->console_;
162
163        Loader::unload(this->debugOverlay_);
164        delete this->debugOverlay_;
165
166        delete this->soundManager_;
167
168        delete this->inputManager_;
169        this->inputManager_ = 0;
170
171        delete graphicsManager_;
172
173        GameMode::setShowsGraphics(false);
174    }
175
176    /**
177    @brief
178        Toggles the visibility of the current GUI
179
180        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
181        For more details on this function check out the Lua code.
182    */
183    void GSGraphics::toggleGUI()
184    {
185        GUIManager::getInstance().executeCode("toggleGUI()");
186    }
187
188    /**
189    @note
190        A note about the Ogre::FrameListener: Even though we don't use them,
191        they still get called. However, the delta times are not correct (except
192        for timeSinceLastFrame, which is the most important). A little research
193        as shown that there is probably only one FrameListener that doesn't even
194        need the time. So we shouldn't run into problems.
195    */
196    void GSGraphics::update(const Clock& time)
197    {
198        if (this->getActivity().topState)
199        {
200            // This state can not 'survive' on its own.
201            // Load a user interface therefore
202            Game::getInstance().requestState("mainMenu");
203        }
204
205        uint64_t timeBeforeTick = time.getRealMicroseconds();
206
207        this->inputManager_->update(time);
208        this->console_->update(time);
209
210        uint64_t timeAfterTick = time.getRealMicroseconds();
211
212        // Also add our tick time
213        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
214
215        // Process gui events
216        this->guiManager_->update(time);
217        // Render
218        this->graphicsManager_->update(time);
219    }
220}
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