1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Implementation of the Game class. |
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33 | */ |
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34 | |
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35 | #include "Game.h" |
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36 | |
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37 | #include <exception> |
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38 | #include <boost/weak_ptr.hpp> |
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39 | |
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40 | #include "util/Debug.h" |
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41 | #include "util/Exception.h" |
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42 | #include "util/ScopeGuard.h" |
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43 | #include "util/Sleep.h" |
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44 | #include "util/SubString.h" |
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45 | #include "Clock.h" |
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46 | #include "CommandLine.h" |
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47 | #include "ConsoleCommand.h" |
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48 | #include "Core.h" |
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49 | #include "CoreIncludes.h" |
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50 | #include "ConfigValueIncludes.h" |
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51 | #include "GameMode.h" |
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52 | #include "GameState.h" |
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53 | |
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54 | namespace orxonox |
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55 | { |
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56 | using boost::shared_ptr; |
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57 | using boost::weak_ptr; |
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58 | |
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59 | static void stop_game() |
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60 | { Game::getInstance().stop(); } |
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61 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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62 | |
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63 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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64 | Game* Game::singletonPtr_s = 0; |
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65 | |
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66 | |
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67 | /** |
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68 | @brief |
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69 | Represents one node of the game state tree. |
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70 | */ |
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71 | struct GameStateTreeNode |
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72 | { |
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73 | std::string name_; |
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74 | weak_ptr<GameStateTreeNode> parent_; |
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75 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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76 | }; |
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77 | |
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78 | |
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79 | /** |
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80 | @brief |
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81 | Another helper class for the Game singleton: we cannot derive |
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82 | Game from OrxonoxClass because we need to handle the Identifier |
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83 | destruction in the Core destructor. |
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84 | */ |
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85 | class GameConfiguration : public OrxonoxClass |
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86 | { |
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87 | public: |
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88 | GameConfiguration() |
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89 | { |
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90 | RegisterRootObject(GameConfiguration); |
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91 | this->setConfigValues(); |
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92 | } |
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93 | |
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94 | void setConfigValues() |
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95 | { |
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96 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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97 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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98 | SetConfigValue(statisticsAvgLength_, 1000000) |
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99 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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100 | SetConfigValue(fpsLimit_, 50) |
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101 | .description("Sets the desired framerate (0 for no limit)."); |
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102 | } |
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103 | |
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104 | unsigned int statisticsRefreshCycle_; |
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105 | unsigned int statisticsAvgLength_; |
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106 | unsigned int fpsLimit_; |
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107 | }; |
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108 | |
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109 | |
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110 | /** |
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111 | @brief |
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112 | Non-initialising constructor. |
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113 | */ |
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114 | Game::Game(const std::string& cmdLine) |
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115 | { |
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116 | this->bAbort_ = false; |
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117 | bChangingState_ = false; |
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118 | |
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119 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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120 | minimumSleepTime_ = 1000/*us*/; |
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121 | #else |
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122 | minimumSleepTime_ = 0/*us*/; |
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123 | #endif |
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124 | |
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125 | // Create an empty root state |
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126 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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127 | |
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128 | // Set up a basic clock to keep time |
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129 | this->gameClock_.reset(new Clock()); |
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130 | |
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131 | // Create the Core |
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132 | this->core_.reset(new Core(cmdLine)); |
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133 | |
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134 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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135 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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136 | it != gameStateDeclarations_s.end(); ++it) |
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137 | { |
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138 | if (!it->second.bGraphicsMode) |
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139 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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140 | } |
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141 | |
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142 | // The empty root state is ALWAYS loaded! |
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143 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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144 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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145 | this->loadedTopStateNode_ = this->rootStateNode_; |
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146 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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147 | |
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148 | // Do this after the Core creation! |
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149 | this->configuration_.reset(new GameConfiguration()); |
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150 | } |
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151 | |
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152 | /** |
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153 | @brief |
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154 | All destruction code is handled by scoped_ptrs and SimpleScopeGuards. |
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155 | */ |
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156 | Game::~Game() |
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157 | { |
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158 | } |
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159 | |
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160 | /** |
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161 | @brief |
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162 | Main loop of the orxonox game. |
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163 | @note |
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164 | We use the Ogre::Timer to measure time since it uses the most precise |
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165 | method an any platform (however the windows timer lacks time when under |
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166 | heavy kernel load!). |
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167 | */ |
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168 | void Game::run() |
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169 | { |
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170 | if (this->requestedStateNodes_.empty()) |
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171 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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172 | |
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173 | // reset statistics |
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174 | this->statisticsStartTime_ = 0; |
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175 | this->statisticsTickTimes_.clear(); |
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176 | this->periodTickTime_ = 0; |
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177 | this->periodTime_ = 0; |
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178 | this->avgFPS_ = 0.0f; |
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179 | this->avgTickTime_ = 0.0f; |
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180 | this->excessSleepTime_ = 0; |
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181 | |
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182 | // START GAME |
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183 | // first delta time should be about 0 seconds |
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184 | this->gameClock_->capture(); |
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185 | // A first item is required for the fps limiter |
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186 | StatisticsTickInfo tickInfo = {0, 0}; |
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187 | statisticsTickTimes_.push_back(tickInfo); |
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188 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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189 | { |
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190 | // Generate the dt |
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191 | this->gameClock_->capture(); |
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192 | |
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193 | // Statistics init |
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194 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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195 | statisticsTickTimes_.push_back(tickInfo); |
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196 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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197 | |
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198 | // Update the GameState stack if required |
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199 | this->updateGameStateStack(); |
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200 | |
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201 | // Core preUpdate (doesn't throw) |
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202 | if (!this->core_->preUpdate(*this->gameClock_)) |
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203 | { |
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204 | this->stop(); |
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205 | break; |
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206 | } |
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207 | |
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208 | // Update the GameStates bottom up in the stack |
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209 | this->updateGameStates(); |
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210 | |
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211 | // Core postUpdate (doesn't throw) |
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212 | if (!this->core_->postUpdate(*this->gameClock_)) |
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213 | { |
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214 | this->stop(); |
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215 | break; |
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216 | } |
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217 | |
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218 | // Evaluate statistics |
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219 | this->updateStatistics(); |
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220 | |
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221 | // Limit framerate |
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222 | this->updateFPSLimiter(); |
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223 | } |
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224 | |
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225 | // UNLOAD all remaining states |
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226 | while (this->loadedStates_.size() > 1) |
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227 | this->unloadState(this->loadedStates_.back()->getName()); |
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228 | this->loadedTopStateNode_ = this->rootStateNode_; |
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229 | this->requestedStateNodes_.clear(); |
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230 | } |
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231 | |
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232 | void Game::updateGameStateStack() |
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233 | { |
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234 | while (this->requestedStateNodes_.size() > 0) |
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235 | { |
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236 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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237 | assert(this->loadedTopStateNode_); |
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238 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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239 | this->unloadState(loadedTopStateNode_->name_); |
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240 | else // has to be child |
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241 | { |
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242 | try |
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243 | { |
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244 | this->loadState(requestedStateNode->name_); |
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245 | } |
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246 | catch (const std::exception& ex) |
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247 | { |
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248 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << ex.what() << std::endl; |
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249 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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250 | if (this->requestedStateNodes_.size() > 1) |
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251 | COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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252 | this->requestedStateNodes_.clear(); |
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253 | break; |
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254 | } |
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255 | } |
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256 | this->loadedTopStateNode_ = requestedStateNode; |
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257 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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258 | } |
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259 | } |
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260 | |
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261 | void Game::updateGameStates() |
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262 | { |
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263 | // Note: The first element is the empty root state, which doesn't need ticking |
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264 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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265 | it != this->loadedStates_.end(); ++it) |
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266 | { |
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267 | std::string exceptionMessage; |
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268 | try |
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269 | { |
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270 | // Add tick time for most of the states |
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271 | uint64_t timeBeforeTick; |
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272 | if ((*it)->getInfo().bIgnoreTickTime) |
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273 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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274 | (*it)->update(*this->gameClock_); |
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275 | if ((*it)->getInfo().bIgnoreTickTime) |
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276 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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277 | } |
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278 | catch (const std::exception& ex) |
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279 | { exceptionMessage = ex.what(); } |
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280 | catch (...) |
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281 | { exceptionMessage = "Unknown exception"; } |
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282 | if (!exceptionMessage.empty()) |
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283 | { |
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284 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << exceptionMessage << std::endl; |
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285 | COUT(1) << "This should really never happen!" << std::endl; |
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286 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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287 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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288 | while (current->name_ != (*it)->getName() && current) |
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289 | current = current->parent_.lock(); |
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290 | if (current && current->parent_.lock()) |
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291 | this->requestState(current->parent_.lock()->name_); |
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292 | else |
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293 | this->stop(); |
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294 | break; |
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295 | } |
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296 | } |
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297 | } |
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298 | |
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299 | void Game::updateStatistics() |
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300 | { |
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301 | // Add the tick time of this frame (rendering time has already been subtracted) |
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302 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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303 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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304 | this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime; |
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305 | this->periodTickTime_ += currentRealTime - currentTime; |
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306 | if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_) |
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307 | { |
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308 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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309 | assert(it != this->statisticsTickTimes_.end()); |
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310 | int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_; |
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311 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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312 | { |
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313 | do |
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314 | { |
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315 | assert(this->periodTickTime_ >= it->tickLength); |
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316 | this->periodTickTime_ -= it->tickLength; |
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317 | ++it; |
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318 | assert(it != this->statisticsTickTimes_.end()); |
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319 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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320 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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321 | } |
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322 | |
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323 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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324 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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325 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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326 | |
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327 | this->periodTime_ -= this->configuration_->statisticsRefreshCycle_; |
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328 | } |
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329 | } |
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330 | |
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331 | void Game::updateFPSLimiter() |
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332 | { |
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333 | // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high |
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334 | uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1)); |
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335 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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336 | while (currentRealTime < nextTime - minimumSleepTime_) |
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337 | { |
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338 | usleep(nextTime - currentRealTime); |
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339 | currentRealTime = gameClock_->getRealMicroseconds(); |
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340 | } |
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341 | // Integrate excess to avoid steady state error |
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342 | excessSleepTime_ = currentRealTime - nextTime; |
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343 | // Anti windup |
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344 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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345 | excessSleepTime_ = 50000; |
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346 | } |
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347 | |
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348 | void Game::stop() |
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349 | { |
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350 | this->bAbort_ = true; |
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351 | } |
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352 | |
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353 | void Game::subtractTickTime(int32_t length) |
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354 | { |
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355 | assert(!this->statisticsTickTimes_.empty()); |
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356 | this->statisticsTickTimes_.back().tickLength -= length; |
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357 | this->periodTickTime_ -= length; |
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358 | } |
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359 | |
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360 | |
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361 | /***** GameState related *****/ |
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362 | |
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363 | void Game::requestState(const std::string& name) |
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364 | { |
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365 | if (!this->checkState(name)) |
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366 | { |
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367 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; |
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368 | return; |
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369 | } |
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370 | |
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371 | if (this->bChangingState_) |
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372 | { |
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373 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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374 | return; |
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375 | } |
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376 | |
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377 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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378 | if (this->requestedStateNodes_.empty()) |
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379 | lastRequestedNode = this->loadedTopStateNode_; |
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380 | else |
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381 | lastRequestedNode = this->requestedStateNodes_.back(); |
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382 | if (name == lastRequestedNode->name_) |
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383 | { |
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384 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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385 | return; |
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386 | } |
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387 | |
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388 | // Check children first |
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389 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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390 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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391 | { |
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392 | if (lastRequestedNode->children_[i]->name_ == name) |
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393 | { |
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394 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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395 | break; |
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396 | } |
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397 | } |
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398 | |
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399 | if (requestedNodes.empty()) |
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400 | { |
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401 | // Check parent and all its grand parents |
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402 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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403 | while (currentNode != NULL) |
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404 | { |
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405 | if (currentNode->name_ == name) |
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406 | break; |
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407 | currentNode = currentNode->parent_.lock(); |
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408 | requestedNodes.push_back(currentNode); |
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409 | } |
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410 | } |
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411 | |
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412 | if (requestedNodes.empty()) |
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413 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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414 | else |
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415 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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416 | } |
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417 | |
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418 | void Game::requestStates(const std::string& names) |
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419 | { |
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420 | SubString tokens(names, ",;", " "); |
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421 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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422 | this->requestState(tokens[i]); |
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423 | } |
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424 | |
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425 | void Game::popState() |
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426 | { |
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427 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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428 | if (this->requestedStateNodes_.empty()) |
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429 | lastRequestedNode = this->loadedTopStateNode_; |
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430 | else |
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431 | lastRequestedNode = this->requestedStateNodes_.back(); |
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432 | if (lastRequestedNode != this->rootStateNode_) |
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433 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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434 | else |
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435 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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436 | } |
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437 | |
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438 | shared_ptr<GameState> Game::getState(const std::string& name) |
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439 | { |
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440 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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441 | if (it != constructedStates_.end()) |
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442 | return it->second; |
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443 | else |
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444 | { |
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445 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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446 | if (it != gameStateDeclarations_s.end()) |
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447 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; |
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448 | else |
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449 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; |
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450 | return shared_ptr<GameState>(); |
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451 | } |
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452 | } |
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453 | |
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454 | void Game::setStateHierarchy(const std::string& str) |
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455 | { |
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456 | // Split string into pieces of the form whitespacesText |
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457 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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458 | size_t pos = 0; |
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459 | size_t startPos = 0; |
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460 | while (pos < str.size()) |
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461 | { |
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462 | unsigned indentation = 0; |
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463 | while(pos < str.size() && str[pos] == ' ') |
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464 | ++indentation, ++pos; |
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465 | startPos = pos; |
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466 | while(pos < str.size() && str[pos] != ' ') |
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467 | ++pos; |
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468 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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469 | } |
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470 | unsigned int currentLevel = 0; |
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471 | shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_; |
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472 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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473 | { |
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474 | std::string newStateName = it->first; |
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475 | unsigned newLevel = it->second + 1; // empty root is 0 |
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476 | if (!this->checkState(newStateName)) |
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477 | ThrowException(GameState, "GameState with name '" << newStateName << "' not found!"); |
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478 | if (newStateName == this->rootStateNode_->name_) |
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479 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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480 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); |
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481 | newNode->name_ = newStateName; |
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482 | |
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483 | if (newLevel <= currentLevel) |
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484 | { |
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485 | do |
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486 | currentNode = currentNode->parent_.lock(); |
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487 | while (newLevel <= --currentLevel); |
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488 | } |
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489 | if (newLevel == currentLevel + 1) |
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490 | { |
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491 | // Add the child |
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492 | newNode->parent_ = currentNode; |
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493 | currentNode->children_.push_back(newNode); |
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494 | } |
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495 | else |
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496 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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497 | currentNode = newNode; |
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498 | currentLevel = newLevel; |
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499 | } |
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500 | } |
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501 | |
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502 | /*** Internal ***/ |
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503 | |
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504 | void Game::loadGraphics() |
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505 | { |
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506 | if (!GameMode::bShowsGraphics_s) |
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507 | { |
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508 | core_->loadGraphics(); |
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509 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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510 | GameMode::bShowsGraphics_s = true; |
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511 | |
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512 | // Construct all the GameStates that require graphics |
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513 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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514 | it != gameStateDeclarations_s.end(); ++it) |
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515 | { |
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516 | if (it->second.bGraphicsMode) |
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517 | { |
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518 | // Game state loading failure is serious --> don't catch |
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519 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
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520 | if (!constructedStates_.insert(std::make_pair( |
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521 | it->second.stateName, gameState)).second) |
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522 | assert(false); // GameState was already created! |
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523 | } |
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524 | } |
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525 | graphicsUnloader.Dismiss(); |
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526 | } |
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527 | } |
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528 | |
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529 | void Game::unloadGraphics() |
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530 | { |
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531 | if (GameMode::bShowsGraphics_s) |
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532 | { |
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533 | // Destroy all the GameStates that require graphics |
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534 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
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535 | { |
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536 | if (it->second->getInfo().bGraphicsMode) |
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537 | constructedStates_.erase(it++); |
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538 | else |
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539 | ++it; |
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540 | } |
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541 | |
---|
542 | core_->unloadGraphics(); |
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543 | GameMode::bShowsGraphics_s = false; |
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544 | } |
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545 | } |
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546 | |
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547 | bool Game::checkState(const std::string& name) const |
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548 | { |
---|
549 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
---|
550 | if (it == gameStateDeclarations_s.end()) |
---|
551 | return false; |
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552 | else |
---|
553 | return true; |
---|
554 | } |
---|
555 | |
---|
556 | void Game::loadState(const std::string& name) |
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557 | { |
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558 | this->bChangingState_ = true; |
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559 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); |
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560 | |
---|
561 | // If state requires graphics, load it |
---|
562 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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563 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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564 | this->loadGraphics(); |
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565 | else |
---|
566 | graphicsUnloader.Dismiss(); |
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567 | |
---|
568 | shared_ptr<GameState> state = this->getState(name); |
---|
569 | state->activate(); |
---|
570 | if (!this->loadedStates_.empty()) |
---|
571 | this->loadedStates_.back()->activity_.topState = false; |
---|
572 | this->loadedStates_.push_back(state); |
---|
573 | state->activity_.topState = true; |
---|
574 | |
---|
575 | graphicsUnloader.Dismiss(); |
---|
576 | } |
---|
577 | |
---|
578 | void Game::unloadState(const std::string& name) |
---|
579 | { |
---|
580 | this->bChangingState_ = true; |
---|
581 | try |
---|
582 | { |
---|
583 | shared_ptr<GameState> state = this->getState(name); |
---|
584 | state->activity_.topState = false; |
---|
585 | this->loadedStates_.pop_back(); |
---|
586 | if (!this->loadedStates_.empty()) |
---|
587 | this->loadedStates_.back()->activity_.topState = true; |
---|
588 | state->deactivate(); |
---|
589 | } |
---|
590 | catch (const std::exception& ex) |
---|
591 | { |
---|
592 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << ex.what() << std::endl; |
---|
593 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
---|
594 | } |
---|
595 | // Check if graphics is still required |
---|
596 | bool graphicsRequired = false; |
---|
597 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
---|
598 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
---|
599 | if (!graphicsRequired) |
---|
600 | this->unloadGraphics(); |
---|
601 | this->bChangingState_ = false; |
---|
602 | } |
---|
603 | |
---|
604 | std::map<std::string, shared_ptr<Game::GameStateFactory> > Game::GameStateFactory::factories_s; |
---|
605 | |
---|
606 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
---|
607 | { |
---|
608 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = factories_s.find(info.className); |
---|
609 | assert(it != factories_s.end()); |
---|
610 | return it->second->fabricateInternal(info); |
---|
611 | } |
---|
612 | } |
---|