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source: code/trunk/src/core/Game.h @ 3159

Last change on this file since 3159 was 3084, checked in by landauf, 16 years ago

merged netp3 branch back to trunk

  • Property svn:eol-style set to native
File size: 4.1 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#include <cassert>
40#include <list>
41#include <map>
42#include <vector>
43#include "OrxonoxClass.h"
44
45/**
46@def
47    Adds a new GameState to the Game. The second parameter is the name as string
48    and every following paramter is a constructor argument (which is usually non existent)
49*/
50#define AddGameState(classname, ...) \
51    static bool MACRO_CONCATENATE(bGameStateDummy_##classname, __LINE__) = orxonox::Game::addGameState(new classname(__VA_ARGS__))
52
53// tolua_begin
54namespace orxonox
55{
56    /**
57    @brief
58        Main class responsible for running the game.
59    */
60    class _CoreExport Game
61    // tolua_end
62        : public OrxonoxClass
63    // tolua_begin
64    {
65    //tolua_end
66    public:
67        Game(int argc, char** argv);
68        ~Game();
69        void setConfigValues();
70
71        void setStateHierarchy(const std::string& str);
72        GameState* getState(const std::string& name);
73
74        void run();
75        void stop();
76
77        void requestState(const std::string& name);
78        void requestStates(const std::string& names);
79        void popState();
80
81        const Clock& getGameClock() { return *this->gameClock_; }
82
83        float getAvgTickTime() { return this->avgTickTime_; }
84        float getAvgFPS()      { return this->avgFPS_; }
85
86        void addTickTime(uint32_t length);
87
88        static bool addGameState(GameState* state);
89        static void destroyStates();
90        static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; } //tolua_export
91
92        void setLevel(std::string levelName); //tolua_export
93        std::string getLevel(); //tolua_export
94
95    private:
96        struct statisticsTickInfo
97        {
98            uint64_t    tickTime;
99            uint32_t    tickLength;
100        };
101
102        Game(Game&); // don't mess with singletons
103
104        void loadState(GameState* state);
105        void unloadState(GameState* state);
106
107        std::vector<GameState*>         activeStates_;
108        GameStateTreeNode*              rootStateNode_;
109        GameStateTreeNode*              activeStateNode_;
110        std::vector<GameStateTreeNode*> requestedStateNodes_;
111        std::vector<GameStateTreeNode*> allStateNodes_;
112
113        Core*                           core_;
114        Clock*                          gameClock_;
115
116        bool                            abort_;
117
118        // variables for time statistics
119        uint64_t                        statisticsStartTime_;
120        std::list<statisticsTickInfo>   statisticsTickTimes_;
121        uint32_t                        periodTime_;
122        uint32_t                        periodTickTime_;
123        float                           avgFPS_;
124        float                           avgTickTime_;
125
126        // config values
127        unsigned int                    statisticsRefreshCycle_;
128        unsigned int                    statisticsAvgLength_;
129        std::string                     levelName_;
130
131        static std::map<std::string, GameState*> allStates_s;
132        static Game* singletonRef_s;        //!< Pointer to the Singleton
133        // tolua_begin
134    };
135}
136//tolua_end
137#endif /* _Game_H__ */
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