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source: code/trunk/src/core/Game.h @ 3050

Last change on this file since 3050 was 3037, checked in by bknecht, 16 years ago

minor fix so not all hell breaks loose if we do not use this function with lua

  • Property svn:eol-style set to native
File size: 3.9 KB
RevLine 
[2805]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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
[2844]38#include "CorePrereqs.h"
[2805]39#include <cassert>
[2817]40#include <list>
[2844]41#include <map>
42#include <vector>
43#include "OrxonoxClass.h"
[2805]44
[2853]45#define AddGameState(classname, name) \
[2946]46    static bool MACRO_CONCATENATE(bGameStateDummy_##classname, __LINE__) = orxonox::Game::addGameState(new classname(name))
[2844]47
[3036]48// tolua_begin
[2805]49namespace orxonox
50{
51    /**
52    @brief
53        Main class responsible for running the game.
54    */
[3036]55    class _CoreExport Game
56    // tolua_end
57        : public OrxonoxClass
58    // tolua_begin
[2805]59    {
[3036]60    //tolua_end
[2805]61    public:
62        Game(int argc, char** argv);
63        ~Game();
[2817]64        void setConfigValues();
[2805]65
[2844]66        void setStateHierarchy(const std::string& str);
67        GameState* getState(const std::string& name);
68
[2805]69        void run();
70        void stop();
71
[2844]72        void requestState(const std::string& name);
[2850]73        void requestStates(const std::string& names);
[2844]74        void popState();
75
[2846]76        const Clock& getGameClock() { return *this->gameClock_; }
77
[2817]78        float getAvgTickTime() { return this->avgTickTime_; }
79        float getAvgFPS()      { return this->avgFPS_; }
80
81        void addTickTime(uint32_t length);
82
[2844]83        static bool addGameState(GameState* state);
[2927]84        static void destroyStates();
[3036]85        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; } //tolua_export
[2805]86
[3036]87        void setLevel(std::string levelName); //tolua_export
[3037]88        std::string getLevel(); //tolua_export
[3036]89
[2805]90    private:
[2817]91        struct statisticsTickInfo
92        {
93            uint64_t    tickTime;
94            uint32_t    tickLength;
95        };
96
[2805]97        Game(Game&); // don't mess with singletons
98
[2844]99        void loadState(GameState* state);
100        void unloadState(GameState* state);
[2805]101
[2844]102        std::vector<GameState*>         activeStates_;
103        GameStateTreeNode*              rootStateNode_;
104        GameStateTreeNode*              activeStateNode_;
105        std::vector<GameStateTreeNode*> requestedStateNodes_;
[2927]106        std::vector<GameStateTreeNode*> allStateNodes_;
[2805]107
[2844]108        Core*                           core_;
109        Clock*                          gameClock_;
110
111        bool                            abort_;
112
[2817]113        // variables for time statistics
[2844]114        uint64_t                        statisticsStartTime_;
115        std::list<statisticsTickInfo>   statisticsTickTimes_;
116        uint32_t                        periodTime_;
117        uint32_t                        periodTickTime_;
118        float                           avgFPS_;
119        float                           avgTickTime_;
[2817]120
121        // config values
[2844]122        unsigned int                    statisticsRefreshCycle_;
123        unsigned int                    statisticsAvgLength_;
[3036]124        std::string                     levelName_;
[2817]125
[2844]126        static std::map<std::string, GameState*> allStates_s;
[2805]127        static Game* singletonRef_s;        //!< Pointer to the Singleton
[3036]128        // tolua_begin
[2805]129    };
130}
[3036]131//tolua_end
[2805]132#endif /* _Game_H__ */
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