/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * Fabian 'x3n' Landau * Benjamin Knecht * */ #include "OrxonoxStableHeaders.h" #include "GSLevel.h" #include "core/input/InputManager.h" #include "core/input/SimpleInputState.h" #include "core/input/KeyBinder.h" #include "core/Loader.h" #include "core/XMLFile.h" #include "core/CommandExecutor.h" #include "core/ConsoleCommand.h" #include "core/CommandLine.h" #include "core/ConfigValueIncludes.h" #include "core/Core.h" #include "core/CoreIncludes.h" #include "core/Game.h" #include "core/GameMode.h" #include "objects/Tickable.h" #include "objects/Radar.h" #include "CameraManager.h" #include "GraphicsManager.h" #include "LevelManager.h" #include "PlayerManager.h" #include "gui/GUIManager.h" #include "objects/quest/QuestManager.h" #include "overlays/notifications/NotificationManager.h" namespace orxonox { AddGameState(GSLevel, "level"); SetCommandLineArgument(level, "presentation_dm.oxw").shortcut("l"); SetConsoleCommand(GSLevel, showIngameGUI, true); SetConsoleCommand(GSLevel, setLevel, true); XMLFile* GSLevel::startFile_s = NULL; GSLevel::GSLevel(const std::string& name) : GameState(name) , keyBinder_(0) , gameInputState_(0) , guiMouseOnlyInputState_(0) , guiKeysOnlyInputState_(0) , radar_(0) , cameraManager_(0) , levelManager_(0) { RegisterObject(GSLevel); this->ccKeybind_ = 0; this->ccTkeybind_ = 0; } GSLevel::~GSLevel() { } void GSLevel::setConfigValues() { SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); } void GSLevel::activate() { setConfigValues(); if (GameMode::showsGraphics()) { gameInputState_ = InputManager::getInstance().createInputState("game"); keyBinder_ = new KeyBinder(); keyBinder_->loadBindings("keybindings.ini"); gameInputState_->setHandler(keyBinder_); guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly"); guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr()); guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly"); guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr()); // create the global CameraManager this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport()); // Start the Radar this->radar_ = new Radar(); } this->playerManager_ = new PlayerManager(); this->questManager_ = new QuestManager(); this->notificationManager_ = new NotificationManager(); if (GameMode::isMaster()) { // create the global LevelManager this->levelManager_ = new LevelManager(); this->loadLevel(); } if (GameMode::showsGraphics()) { // keybind console command FunctorMember* functor1 = createFunctor(&GSLevel::keybind); functor1->setObject(this); ccKeybind_ = createConsoleCommand(functor1, "keybind"); CommandExecutor::addConsoleCommandShortcut(ccKeybind_); FunctorMember* functor2 = createFunctor(&GSLevel::tkeybind); functor2->setObject(this); ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); // set our console command as callback for the key detector InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); // level is loaded: we can start capturing the input InputManager::getInstance().requestEnterState("game"); } } void GSLevel::showIngameGUI(bool show) { if (show) { GUIManager::getInstancePtr()->showGUI("inGameTest"); GUIManager::getInstancePtr()->executeCode("showCursor()"); InputManager::getInstance().requestEnterState("guiMouseOnly"); } else { GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")"); GUIManager::getInstancePtr()->executeCode("hideCursor()"); InputManager::getInstance().requestLeaveState("guiMouseOnly"); } } void GSLevel::deactivate() { /* // destroy console commands if (this->ccKeybind_) { delete this->ccKeybind_; this->ccKeybind_ = 0; } if (this->ccTkeybind_) { delete this->ccTkeybind_; this->ccTkeybind_ = 0; } */ // this call will delete every BaseObject! // But currently this will call methods of objects that exist no more // The only 'memory leak' is the ParticleSpawer. They would be deleted here // and call a sceneNode method that has already been destroy by the corresponding space ship. //Loader::close(); if (GameMode::showsGraphics()) InputManager::getInstance().requestLeaveState("game"); if (GameMode::isMaster()) this->unloadLevel(); if (this->radar_) { delete this->radar_; this->radar_ = 0; } if (this->cameraManager_) { delete this->cameraManager_; this->cameraManager_ = 0; } if (this->levelManager_) { delete this->levelManager_; this->levelManager_ = 0; } if (this->playerManager_) { delete this->playerManager_; this->playerManager_ = 0; } if (this->questManager_) { delete this->questManager_; this->questManager_ = NULL; } if (this->notificationManager_) { delete this->notificationManager_; this->notificationManager_ = NULL; } if (GameMode::showsGraphics()) { gameInputState_->setHandler(0); guiMouseOnlyInputState_->setHandler(0); guiKeysOnlyInputState_->setHandler(0); InputManager::getInstance().requestDestroyState("game"); if (this->keyBinder_) { delete this->keyBinder_; this->keyBinder_ = 0; } } } void GSLevel::update(const Clock& time) { // Note: Temporarily moved to GSGraphics. //// Call the scene objects //for (ObjectList::iterator it = ObjectList::begin(); it; ++it) // it->tick(time.getDeltaTime() * this->timeFactor_); } void GSLevel::loadLevel() { // call the loader COUT(0) << "Loading level..." << std::endl; std::string levelName; if (!startFile_s) { CommandLine::getValue("level", &levelName); startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName); } Loader::open(startFile_s); } void GSLevel::setLevel(std::string levelName) { delete GSLevel::startFile_s; GSLevel::startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName); } void GSLevel::unloadLevel() { ////////////////////////////////////////////////////////////////////////////////////////// // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // ////////////////////////////////////////////////////////////////////////////////////////// // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / ////////////////////////////////////////////////////////////////////////////////////////// delete startFile_s; } void GSLevel::keybind(const std::string &command) { this->keybindInternal(command, false); } void GSLevel::tkeybind(const std::string &command) { this->keybindInternal(command, true); } /** @brief Assigns a command string to a key/button/axis. The name is determined via KeyDetector. @param command Command string that can be executed by the CommandExecutor OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify the key/button/axis that has been activated. This is configured above in activate(). */ void GSLevel::keybindInternal(const std::string& command, bool bTemporary) { if (GameMode::showsGraphics()) { static std::string bindingString = ""; static bool bTemporarySaved = false; static bool bound = true; // note: We use a long name to make 'sure' that the user doesn't use it accidentally. // Howerver there will be no real issue if it happens anyway. if (command.find(keyDetectorCallbackCode_) != 0) { if (bound) { COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; InputManager::getInstance().requestEnterState("detector"); bindingString = command; bTemporarySaved = bTemporary; bound = false; } //else: We're still in a keybind command. ignore this call. } else { if (!bound) { // user has pressed the key std::string name = command.substr(this->keyDetectorCallbackCode_.size()); COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); InputManager::getInstance().requestLeaveState("detector"); bound = true; } // else: A key was pressed within the same tick, ignore it. } } } }