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source: code/branches/resource/src/orxonox/gamestates/GSLevel.cc @ 5466

Last change on this file since 5466 was 3356, checked in by rgrieder, 15 years ago

GameStates requiring graphics (Level is not one of them because it uses showsGraphics() to distinguish) are now only constructed when basic graphic support is given (GraphicsManager, InputManager and GUIManager loaded).

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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 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31
32#include "core/input/InputManager.h"
33#include "core/input/InputState.h"
34#include "core/input/KeyBinder.h"
35#include "core/Clock.h"
36#include "core/ConsoleCommand.h"
37#include "core/ConfigValueIncludes.h"
38#include "core/CoreIncludes.h"
39#include "core/Game.h"
40#include "core/GameMode.h"
41#include "core/Core.h"
42#include "core/GraphicsManager.h"
43#include "core/GUIManager.h"
44#include "core/Loader.h"
45#include "core/XMLFile.h"
46
47#include "interfaces/Tickable.h"
48#include "objects/Radar.h"
49#include "objects/quest/QuestManager.h"
50#include "overlays/notifications/NotificationManager.h"
51#include "CameraManager.h"
52#include "LevelManager.h"
53#include "PlayerManager.h"
54
55namespace orxonox
56{
57    DeclareGameState(GSLevel, "level", false, false);
58    SetConsoleCommand(GSLevel, showIngameGUI, true);
59
60    XMLFile* GSLevel::startFile_s = NULL;
61
62    GSLevel::GSLevel(const GameStateInfo& info)
63        : GameState(info)
64        , keyBinder_(0)
65        , gameInputState_(0)
66        , guiMouseOnlyInputState_(0)
67        , guiKeysOnlyInputState_(0)
68        , radar_(0)
69        , cameraManager_(0)
70    {
71        RegisterObject(GSLevel);
72
73        this->ccKeybind_ = 0;
74        this->ccTkeybind_ = 0;
75    }
76
77    GSLevel::~GSLevel()
78    {
79    }
80
81    void GSLevel::setConfigValues()
82    {
83        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
84    }
85
86    void GSLevel::activate()
87    {
88        setConfigValues();
89
90        if (GameMode::showsGraphics())
91        {
92            gameInputState_ = InputManager::getInstance().createInputState("game");
93            keyBinder_ = new KeyBinder();
94            keyBinder_->loadBindings("keybindings.ini");
95            gameInputState_->setHandler(keyBinder_);
96
97            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
98            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
99
100            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
101            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
102
103            // create the global CameraManager
104            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
105
106            // Start the Radar
107            this->radar_ = new Radar();
108        }
109
110        this->playerManager_ = new PlayerManager();
111
112        this->questManager_ = new QuestManager();
113
114        this->notificationManager_ = new NotificationManager();
115
116        if (GameMode::isMaster())
117        {
118            this->loadLevel();
119        }
120
121        if (GameMode::showsGraphics())
122        {
123            // keybind console command
124            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
125            functor1->setObject(this);
126            ccKeybind_ = createConsoleCommand(functor1, "keybind");
127            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
128            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
129            functor2->setObject(this);
130            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
131            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
132            // set our console command as callback for the key detector
133            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
134
135            // level is loaded: we can start capturing the input
136            InputManager::getInstance().enterState("game");
137        }
138    }
139
140    void GSLevel::showIngameGUI(bool show)
141    {
142        if (show)
143        {
144            GUIManager::getInstance().showGUI("inGameTest");
145            GUIManager::getInstance().executeCode("showCursor()");
146            InputManager::getInstance().enterState("guiMouseOnly");
147        }
148        else
149        {
150            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
151            GUIManager::getInstance().executeCode("hideCursor()");
152            InputManager::getInstance().leaveState("guiMouseOnly");
153        }
154    }
155
156    void GSLevel::deactivate()
157    {
158/*
159        // destroy console commands
160        if (this->ccKeybind_)
161        {
162            delete this->ccKeybind_;
163            this->ccKeybind_ = 0;
164        }
165        if (this->ccTkeybind_)
166        {
167            delete this->ccTkeybind_;
168            this->ccTkeybind_ = 0;
169        }
170*/
171
172
173        // this call will delete every BaseObject!
174        // But currently this will call methods of objects that exist no more
175        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
176        // and call a sceneNode method that has already been destroy by the corresponding space ship.
177        //Loader::close();
178
179        if (GameMode::showsGraphics())
180            InputManager::getInstance().leaveState("game");
181
182        if (GameMode::isMaster())
183            this->unloadLevel();
184
185        if (this->radar_)
186        {
187            delete this->radar_;
188            this->radar_ = 0;
189        }
190
191        if (this->cameraManager_)
192        {
193            delete this->cameraManager_;
194            this->cameraManager_ = 0;
195        }
196
197        if (this->playerManager_)
198        {
199            delete this->playerManager_;
200            this->playerManager_ = 0;
201        }
202
203        if (this->questManager_)
204        {
205            delete this->questManager_;
206            this->questManager_ = NULL;
207        }
208
209        if (this->notificationManager_)
210        {
211            delete this->notificationManager_;
212            this->notificationManager_ = NULL;
213        }
214
215        if (GameMode::showsGraphics())
216        {
217            gameInputState_->setHandler(0);
218            guiMouseOnlyInputState_->setHandler(0);
219            guiKeysOnlyInputState_->setHandler(0);
220            InputManager::getInstance().destroyState("game");
221            if (this->keyBinder_)
222            {
223                delete this->keyBinder_;
224                this->keyBinder_ = 0;
225            }
226        }
227    }
228
229    void GSLevel::update(const Clock& time)
230    {
231        // Note: Temporarily moved to GSGraphics.
232        //// Call the scene objects
233        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
234        //    it->tick(time.getDeltaTime() * this->timeFactor_);
235    }
236
237    void GSLevel::loadLevel()
238    {
239        // call the loader
240        COUT(0) << "Loading level..." << std::endl;
241        startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + LevelManager::getInstance().getDefaultLevel());
242        Loader::open(startFile_s);
243    }
244
245    void GSLevel::unloadLevel()
246    {
247        //////////////////////////////////////////////////////////////////////////////////////////
248        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
249        //////////////////////////////////////////////////////////////////////////////////////////
250        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
251        //////////////////////////////////////////////////////////////////////////////////////////
252
253        delete startFile_s;
254    }
255
256    void GSLevel::keybind(const std::string &command)
257    {
258        this->keybindInternal(command, false);
259    }
260
261    void GSLevel::tkeybind(const std::string &command)
262    {
263        this->keybindInternal(command, true);
264    }
265
266    /**
267    @brief
268        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
269    @param command
270        Command string that can be executed by the CommandExecutor
271        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
272        the key/button/axis that has been activated. This is configured above in activate().
273    */
274    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
275    {
276        if (GameMode::showsGraphics())
277        {
278            static std::string bindingString = "";
279            static bool bTemporarySaved = false;
280            static bool bound = true;
281            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
282            // Howerver there will be no real issue if it happens anyway.
283            if (command.find(keyDetectorCallbackCode_) != 0)
284            {
285                if (bound)
286                {
287                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
288                    InputManager::getInstance().enterState("detector");
289                    bindingString = command;
290                    bTemporarySaved = bTemporary;
291                    bound = false;
292                }
293                //else:  We're still in a keybind command. ignore this call.
294            }
295            else
296            {
297                if (!bound)
298                {
299                    // user has pressed the key
300                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
301                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
302                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
303                    InputManager::getInstance().leaveState("detector");
304                    bound = true;
305                }
306                // else: A key was pressed within the same tick, ignore it.
307            }
308        }
309    }
310}
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