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source: code/branches/resource/src/orxonox/gamestates/GSMainMenu.cc @ 5732

Last change on this file since 5732 was 3357, checked in by rgrieder, 15 years ago

Moved some GameState code from activate/deactivate to the c'tor and d'tor. This should allow for faster GS switching.
But be careful: Only load in the c'tor what you're sure is available. For instance GSLevel doesn't require graphics, it's just an option. So loading graphical stuff in in the c'tor would be fatal because at this time it is not yet clear whether there will even be graphics (GameMode::showsGraphics() will yield false!).

  • Property svn:eol-style set to native
File size: 4.8 KB
Line 
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 "GSMainMenu.h"
30
31#include <OgreSceneManager.h>
32
33#include "core/input/InputManager.h"
34#include "core/input/InputState.h"
35#include "core/Game.h"
36#include "core/Clock.h"
37#include "core/ConsoleCommand.h"
38#include "core/GraphicsManager.h"
39#include "core/GUIManager.h"
40#include "objects/Scene.h"
41#include "sound/SoundMainMenu.h"
42
43namespace orxonox
44{
45    DeclareGameState(GSMainMenu, "mainMenu", false, true);
46
47    GSMainMenu::GSMainMenu(const GameStateInfo& info)
48        : GameState(info)
49        , inputState_(0)
50    {
51        inputState_ = InputManager::getInstance().createInputState("mainMenu");
52        inputState_->setHandler(GUIManager::getInstancePtr());
53        inputState_->setJoyStickHandler(&InputHandler::EMPTY);
54
55        // create an empty Scene
56        this->scene_ = new Scene(0);
57        // and a Camera
58        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
59    }
60
61    GSMainMenu::~GSMainMenu()
62    {
63        InputManager::getInstance().destroyState("mainMenu");
64
65        this->scene_->getSceneManager()->destroyCamera(this->camera_);
66        delete this->scene_;
67    }
68
69    void GSMainMenu::activate()
70    {
71        // show main menu
72        GUIManager::getInstance().showGUI("mainmenu_4");
73        GUIManager::getInstance().setCamera(this->camera_);
74        GraphicsManager::getInstance().setCamera(this->camera_);
75
76        {
77            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
78            functor->setObject(this);
79            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
80            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
81        }
82        {
83            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
84            functor->setObject(this);
85            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
86            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
87        }
88        {
89            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
90            functor->setObject(this);
91            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
92            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
93        }
94        {
95            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
96            functor->setObject(this);
97            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
98            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
99        }
100
101        InputManager::getInstance().enterState("mainMenu");
102
103        this->ambient_ = new SoundMainMenu();
104        this->ambient_->play(true);
105    }
106
107    void GSMainMenu::deactivate()
108    {
109        delete this->ambient_;
110
111        InputManager::getInstance().leaveState("mainMenu");
112
113        GUIManager::getInstance().setCamera(0);
114        GraphicsManager::getInstance().setCamera(0);
115
116/*
117        if (this->ccStartGame_)
118        {
119            delete this->ccStartGame_;
120            this->ccStartGame_ = 0;
121        }
122*/
123    }
124
125    void GSMainMenu::update(const Clock& time)
126    {
127    }
128
129    void GSMainMenu::startStandalone()
130    {
131        // HACK - HACK
132        Game::getInstance().popState();
133        Game::getInstance().requestStates("standalone, level");
134    }
135
136    void GSMainMenu::startServer()
137    {
138        // HACK - HACK
139        Game::getInstance().popState();
140        Game::getInstance().requestStates("server, level");
141    }
142
143    void GSMainMenu::startClient()
144    {
145        // HACK - HACK
146        Game::getInstance().popState();
147        Game::getInstance().requestStates("client, level");
148    }
149
150    void GSMainMenu::startDedicated()
151    {
152        // HACK - HACK
153        Game::getInstance().popState();
154        Game::getInstance().popState();
155        Game::getInstance().requestStates("dedicated, level");
156    }
157}
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