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

Last change on this file since 5671 was 5670, checked in by rgrieder, 15 years ago

Added support for non exclusive mouse mode on Windows. This means you get the normal mouse cursor when displaying a GUI menu in windowed mode.
The feature is activated via InputState (InputState::setIsExclusiveMouse(bool)). Whenever that state is on top of the mouse state stack, the input manager reloads if necessary.

  • 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        inputState_->setIsExclusiveMouse(false);
55
56        // create an empty Scene
57        this->scene_ = new Scene(0);
58        // and a Camera
59        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
60    }
61
62    GSMainMenu::~GSMainMenu()
63    {
64        InputManager::getInstance().destroyState("mainMenu");
65
66        this->scene_->getSceneManager()->destroyCamera(this->camera_);
67        delete this->scene_;
68    }
69
70    void GSMainMenu::activate()
71    {
72        // show main menu
73        GUIManager::getInstance().showGUI("MainMenu");
74        GUIManager::getInstance().setCamera(this->camera_);
75        GraphicsManager::getInstance().setCamera(this->camera_);
76
77        {
78            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
79            functor->setObject(this);
80            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
81            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
82        }
83        {
84            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
85            functor->setObject(this);
86            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
87            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
88        }
89        {
90            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
91            functor->setObject(this);
92            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
93            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
94        }
95        {
96            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
97            functor->setObject(this);
98            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
99            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
100        }
101
102        InputManager::getInstance().enterState("mainMenu");
103
104        this->ambient_ = new SoundMainMenu();
105        this->ambient_->play(true);
106    }
107
108    void GSMainMenu::deactivate()
109    {
110        delete this->ambient_;
111
112        InputManager::getInstance().leaveState("mainMenu");
113
114        GUIManager::getInstance().setCamera(0);
115        GraphicsManager::getInstance().setCamera(0);
116
117/*
118        if (this->ccStartGame_)
119        {
120            delete this->ccStartGame_;
121            this->ccStartGame_ = 0;
122        }
123*/
124    }
125
126    void GSMainMenu::update(const Clock& time)
127    {
128    }
129
130    void GSMainMenu::startStandalone()
131    {
132        // HACK - HACK
133        Game::getInstance().popState();
134        Game::getInstance().requestStates("standalone, level");
135    }
136
137    void GSMainMenu::startServer()
138    {
139        // HACK - HACK
140        Game::getInstance().popState();
141        Game::getInstance().requestStates("server, level");
142    }
143
144    void GSMainMenu::startClient()
145    {
146        // HACK - HACK
147        Game::getInstance().popState();
148        Game::getInstance().requestStates("client, level");
149    }
150
151    void GSMainMenu::startDedicated()
152    {
153        // HACK - HACK
154        Game::getInstance().popState();
155        Game::getInstance().popState();
156        Game::getInstance().requestStates("dedicated, level");
157    }
158}
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