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