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source: code/trunk/src/core/Game.h @ 3365

Last change on this file since 3365 was 3323, checked in by rgrieder, 15 years ago

ORXONOX_USE_WINMAIN should now work as expected.

  • Property svn:eol-style set to native
File size: 6.1 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/**
30@file
31@brief
32    Declaration of Game Singleton.
33 */
34
35#ifndef _Game_H__
36#define _Game_H__
37
38#include "CorePrereqs.h"
39
40#include <cassert>
41#include <list>
42#include <map>
43#include <string>
44#include <vector>
45#include <boost/shared_ptr.hpp>
46#include <boost/preprocessor/cat.hpp>
47
48#include "util/Debug.h"
49#include "util/StringUtils.h"
50
51/**
52@def
53    Adds a new GameState to the Game. The second parameter is the name as string
54    and every following paramter is a constructor argument (which is usually non existent)
55*/
56#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
57    static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
58
59namespace orxonox
60{
61    class GameConfiguration;
62
63    /**
64    @brief
65        Main class responsible for running the game.
66    */
67    class _CoreExport Game
68    {
69    public:
70        Game(const std::string& cmdLine);
71        ~Game();
72
73        void setStateHierarchy(const std::string& str);
74        GameState* getState(const std::string& name);
75
76        void run();
77        void stop();
78
79        void requestState(const std::string& name);
80        void requestStates(const std::string& names);
81        void popState();
82
83        const Clock& getGameClock() { return *this->gameClock_; }
84
85        float getAvgTickTime() { return this->avgTickTime_; }
86        float getAvgFPS()      { return this->avgFPS_; }
87
88        void addTickTime(uint32_t length);
89
90        template <class T>
91        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
92        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
93
94    private:
95        class _CoreExport GameStateFactory
96        {
97        public:
98            virtual ~GameStateFactory() { }
99            static GameState* fabricate(const std::string& className, const GameStateConstrParams& params);
100            template <class T>
101            static void createFactory(const std::string& className)
102                { factories_s[className] = new TemplateGameStateFactory<T>(); }
103            static void destroyFactories();
104        private:
105            virtual GameState* fabricate(const GameStateConstrParams& params) = 0;
106            static std::map<std::string, GameStateFactory*> factories_s;
107        };
108        template <class T>
109        class TemplateGameStateFactory : public GameStateFactory
110        {
111        public:
112            GameState* fabricate(const GameStateConstrParams& params)
113                { return new T(params); }
114        };
115
116        struct GameStateInfo
117        {
118            std::string stateName;
119            std::string className;
120            bool bIgnoreTickTime;
121            bool bGraphicsMode;
122        };
123
124        struct StatisticsTickInfo
125        {
126            uint64_t    tickTime;
127            uint32_t    tickLength;
128        };
129
130        Game(Game&); // don't mess with singletons
131
132        void loadState(GameState* state);
133        void unloadState(GameState* state);
134
135        std::map<std::string, GameState*>    gameStates_;
136        std::vector<GameState*>              activeStates_;
137        boost::shared_ptr<GameStateTreeNode> rootStateNode_;
138        boost::shared_ptr<GameStateTreeNode> activeStateNode_;
139        std::vector<boost::shared_ptr<GameStateTreeNode> > requestedStateNodes_;
140
141        Core*                           core_;
142        Clock*                          gameClock_;
143        GameConfiguration*              configuration_;
144
145        bool                            bChangingState_;
146        bool                            bAbort_;
147
148        // variables for time statistics
149        uint64_t                        statisticsStartTime_;
150        std::list<StatisticsTickInfo>   statisticsTickTimes_;
151        uint32_t                        periodTime_;
152        uint32_t                        periodTickTime_;
153        float                           avgFPS_;
154        float                           avgTickTime_;
155
156        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
157        static Game* singletonRef_s;        //!< Pointer to the Singleton
158    };
159
160    template <class T>
161    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
162    {
163        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(getLowercase(stateName));
164        if (it == gameStateDeclarations_s.end())
165        {
166            GameStateInfo& info = gameStateDeclarations_s[getLowercase(stateName)];
167            info.stateName = stateName;
168            info.className = className;
169            info.bIgnoreTickTime = bIgnoreTickTime;
170            info.bGraphicsMode = bGraphicsMode;
171        }
172        else
173        {
174            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
175            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
176        }
177
178        // Create a factory to delay GameState creation
179        GameStateFactory::createFactory<T>(className);
180
181        // just a required dummy return value
182        return true;
183    }
184}
185
186#endif /* _Game_H__ */
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