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source: code/branches/resource2/src/orxonox/gamestates/GSLevel.cc @ 5671

Last change on this file since 5671 was 5654, checked in by rgrieder, 15 years ago
  • Implemented file management via resource manager and loading of resource locations via XML. Changes made:
    • SoundManager loads via memory stream rather than via file
    • Loader uses LuaState::includeFile() to load an XML file and passes the lua tag remover function to its LuaState.
    • ConfigFileManager still loads with hard paths because the files are required before Ogre gets created
  • Renamed LuaBind to LuaState, deSingletonised it and added new features:
    • doFile(), doString(), includeFile(), includeString() where include will preparse the string with a function provided with LuaState::setIncludeParser
    • Moved lua tags replace function to Loader (since it's actually an XML related task)
    • Using data_path/lua/LuaInitScript.lua to provide the following functions
      • logMessage(level, message)
      • doFile, dofile, include (all working with relative paths but within the same resource group)
  • Modified Script class to work with LuaState and fixed its XML Loader
  • Adjusted all level and include files (both "include" and "dofile" lua commands)
  • Property svn:eol-style set to native
File size: 10.3 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 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31
32#include <OgreCompositorManager.h>
33
34#include "core/input/InputManager.h"
35#include "core/input/InputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Clock.h"
38#include "core/ConsoleCommand.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/CoreIncludes.h"
41#include "core/Game.h"
42#include "core/GameMode.h"
43#include "core/Core.h"
44#include "core/GraphicsManager.h"
45#include "core/GUIManager.h"
46#include "core/Loader.h"
47#include "core/XMLFile.h"
48
49#include "interfaces/Tickable.h"
50#include "objects/Radar.h"
51#include "objects/quest/QuestManager.h"
52#include "overlays/notifications/NotificationManager.h"
53#include "CameraManager.h"
54#include "LevelManager.h"
55#include "PlayerManager.h"
56
57namespace orxonox
58{
59    DeclareGameState(GSLevel, "level", false, false);
60    SetConsoleCommand(GSLevel, showIngameGUI, true);
61
62    XMLFile* GSLevel::startFile_s = NULL;
63
64    GSLevel::GSLevel(const GameStateInfo& info)
65        : GameState(info)
66        , keyBinder_(0)
67        , gameInputState_(0)
68        , guiMouseOnlyInputState_(0)
69        , guiKeysOnlyInputState_(0)
70        , radar_(0)
71        , cameraManager_(0)
72    {
73        RegisterObject(GSLevel);
74
75        this->ccKeybind_ = 0;
76        this->ccTkeybind_ = 0;
77    }
78
79    GSLevel::~GSLevel()
80    {
81    }
82
83    void GSLevel::setConfigValues()
84    {
85        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
86    }
87
88    void GSLevel::activate()
89    {
90        setConfigValues();
91
92        if (GameMode::showsGraphics())
93        {
94            gameInputState_ = InputManager::getInstance().createInputState("game");
95            keyBinder_ = new KeyBinder();
96            keyBinder_->loadBindings("keybindings.ini");
97            gameInputState_->setHandler(keyBinder_);
98
99            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
100            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
101
102            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
103            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
104
105            // create the global CameraManager
106            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
107
108            // Start the Radar
109            this->radar_ = new Radar();
110        }
111
112        this->playerManager_ = new PlayerManager();
113
114        this->questManager_ = new QuestManager();
115
116        this->notificationManager_ = new NotificationManager();
117
118        if (GameMode::isMaster())
119        {
120            this->loadLevel();
121        }
122
123        if (GameMode::showsGraphics())
124        {
125            // keybind console command
126            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
127            functor1->setObject(this);
128            ccKeybind_ = createConsoleCommand(functor1, "keybind");
129            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
130            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
131            functor2->setObject(this);
132            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
133            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
134            // set our console command as callback for the key detector
135            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
136
137            // level is loaded: we can start capturing the input
138            InputManager::getInstance().enterState("game");
139        }
140    }
141
142    void GSLevel::showIngameGUI(bool show)
143    {
144        if (show)
145        {
146            GUIManager::getInstance().showGUI("inGameTest");
147            GUIManager::getInstance().executeCode("showCursor()");
148            InputManager::getInstance().enterState("guiMouseOnly");
149        }
150        else
151        {
152            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
153            GUIManager::getInstance().executeCode("hideCursor()");
154            InputManager::getInstance().leaveState("guiMouseOnly");
155        }
156    }
157
158    void GSLevel::deactivate()
159    {
160/*
161        // destroy console commands
162        if (this->ccKeybind_)
163        {
164            delete this->ccKeybind_;
165            this->ccKeybind_ = 0;
166        }
167        if (this->ccTkeybind_)
168        {
169            delete this->ccTkeybind_;
170            this->ccTkeybind_ = 0;
171        }
172*/
173
174        if (GameMode::showsGraphics())
175        {
176            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
177            Ogre::CompositorManager::getSingleton().removeAll();
178        }
179
180        // this call will delete every BaseObject!
181        // But currently this will call methods of objects that exist no more
182        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
183        // and call a sceneNode method that has already been destroy by the corresponding space ship.
184        //Loader::close();
185
186        if (GameMode::showsGraphics())
187            InputManager::getInstance().leaveState("game");
188
189        if (GameMode::isMaster())
190            this->unloadLevel();
191
192        if (this->radar_)
193        {
194            delete this->radar_;
195            this->radar_ = 0;
196        }
197
198        if (this->cameraManager_)
199        {
200            delete this->cameraManager_;
201            this->cameraManager_ = 0;
202        }
203
204        if (this->playerManager_)
205        {
206            delete this->playerManager_;
207            this->playerManager_ = 0;
208        }
209
210        if (this->questManager_)
211        {
212            delete this->questManager_;
213            this->questManager_ = NULL;
214        }
215
216        if (this->notificationManager_)
217        {
218            delete this->notificationManager_;
219            this->notificationManager_ = NULL;
220        }
221
222        if (GameMode::showsGraphics())
223        {
224            gameInputState_->setHandler(0);
225            guiMouseOnlyInputState_->setHandler(0);
226            guiKeysOnlyInputState_->setHandler(0);
227            InputManager::getInstance().destroyState("game");
228            if (this->keyBinder_)
229            {
230                delete this->keyBinder_;
231                this->keyBinder_ = 0;
232            }
233        }
234    }
235
236    void GSLevel::update(const Clock& time)
237    {
238        // Note: Temporarily moved to GSGraphics.
239        //// Call the scene objects
240        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
241        //    it->tick(time.getDeltaTime() * this->timeFactor_);
242    }
243
244    void GSLevel::loadLevel()
245    {
246        // call the loader
247        COUT(0) << "Loading level..." << std::endl;
248        startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel());
249        Loader::open(startFile_s);
250    }
251
252    void GSLevel::unloadLevel()
253    {
254        //////////////////////////////////////////////////////////////////////////////////////////
255        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
256        //////////////////////////////////////////////////////////////////////////////////////////
257        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
258        //////////////////////////////////////////////////////////////////////////////////////////
259
260        delete startFile_s;
261    }
262
263    void GSLevel::keybind(const std::string &command)
264    {
265        this->keybindInternal(command, false);
266    }
267
268    void GSLevel::tkeybind(const std::string &command)
269    {
270        this->keybindInternal(command, true);
271    }
272
273    /**
274    @brief
275        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
276    @param command
277        Command string that can be executed by the CommandExecutor
278        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
279        the key/button/axis that has been activated. This is configured above in activate().
280    */
281    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
282    {
283        if (GameMode::showsGraphics())
284        {
285            static std::string bindingString = "";
286            static bool bTemporarySaved = false;
287            static bool bound = true;
288            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
289            // Howerver there will be no real issue if it happens anyway.
290            if (command.find(keyDetectorCallbackCode_) != 0)
291            {
292                if (bound)
293                {
294                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
295                    InputManager::getInstance().enterState("detector");
296                    bindingString = command;
297                    bTemporarySaved = bTemporary;
298                    bound = false;
299                }
300                //else:  We're still in a keybind command. ignore this call.
301            }
302            else
303            {
304                if (!bound)
305                {
306                    // user has pressed the key
307                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
308                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
309                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
310                    InputManager::getInstance().leaveState("detector");
311                    bound = true;
312                }
313                // else: A key was pressed within the same tick, ignore it.
314            }
315        }
316    }
317}
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