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source: code/trunk/src/core/Game.h @ 3531

Last change on this file since 3531 was 3370, checked in by rgrieder, 15 years ago

Merged resource branch back to the trunk. Changes:

  • Automated graphics loading by evaluating whether a GameState requires it
  • Using native Tcl library (x3n)

Windows users: Update your dependency package!

  • Property svn:eol-style set to native
File size: 7.0 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/scoped_ptr.hpp>
47#include <boost/preprocessor/cat.hpp>
48
49#include "util/Debug.h"
50#include "util/Singleton.h"
51
52/**
53@def
54    Adds a new GameState to the Game. The second parameter is the name as string
55    and every following paramter is a constructor argument (which is usually non existent)
56*/
57#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
58    static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
59
60namespace orxonox
61{
62    class GameConfiguration;
63    using boost::scoped_ptr;
64    using boost::shared_ptr;
65
66    //! Helper object required before GameStates are being constructed
67    struct GameStateInfo
68    {
69        std::string stateName;
70        std::string className;
71        bool bIgnoreTickTime;
72        bool bGraphicsMode;
73    };
74
75    /**
76    @brief
77        Main class responsible for running the game.
78    @remark
79        You should only create this singleton once because it owns the Core class! (see remark there)
80    */
81    class _CoreExport Game : public Singleton<Game>
82    {
83        friend class Singleton<Game>;
84        typedef std::vector<shared_ptr<GameState> > GameStateVector;
85        typedef std::map<std::string, shared_ptr<GameState> > GameStateMap;
86        typedef boost::shared_ptr<GameStateTreeNode> GameStateTreeNodePtr;
87    public:
88        Game(const std::string& cmdLine);
89        ~Game();
90
91        void setStateHierarchy(const std::string& str);
92        shared_ptr<GameState> getState(const std::string& name);
93
94        void run();
95        void stop();
96
97        void requestState(const std::string& name);
98        void requestStates(const std::string& names);
99        void popState();
100
101        const Clock& getGameClock() { return *this->gameClock_; }
102
103        float getAvgTickTime() { return this->avgTickTime_; }
104        float getAvgFPS()      { return this->avgFPS_; }
105
106        void subtractTickTime(int32_t length);
107
108        template <class T>
109        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
110
111    private:
112        class _CoreExport GameStateFactory
113        {
114        public:
115            virtual ~GameStateFactory() { }
116            static shared_ptr<GameState> fabricate(const GameStateInfo& info);
117            template <class T>
118            static void createFactory(const std::string& className)
119                { factories_s[className].reset(new TemplateGameStateFactory<T>()); }
120        private:
121            virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0;
122            static std::map<std::string, shared_ptr<GameStateFactory> > factories_s;
123        };
124        template <class T>
125        class TemplateGameStateFactory : public GameStateFactory
126        {
127        public:
128            shared_ptr<GameState> fabricateInternal(const GameStateInfo& info)
129                { return shared_ptr<GameState>(new T(info)); }
130        };
131
132        struct StatisticsTickInfo
133        {
134            uint64_t    tickTime;
135            uint32_t    tickLength;
136        };
137
138        Game(Game&); // don't mess with singletons
139
140        void loadGraphics();
141        void unloadGraphics();
142
143        bool checkState(const std::string& name) const;
144        void loadState(const std::string& name);
145        void unloadState(const std::string& name);
146
147        // Main loop structuring
148        void updateGameStateStack();
149        void updateGameStates();
150        void updateStatistics();
151        void updateFPSLimiter();
152
153        // ScopeGuard helper function
154        void resetChangingState() { this->bChangingState_ = false; }
155
156        scoped_ptr<Clock>                  gameClock_;
157        scoped_ptr<Core>                   core_;
158        scoped_ptr<GameConfiguration>      configuration_;
159
160        GameStateMap                       constructedStates_;
161        GameStateVector                    loadedStates_;
162        GameStateTreeNodePtr               rootStateNode_;
163        GameStateTreeNodePtr               loadedTopStateNode_;
164        std::vector<GameStateTreeNodePtr>  requestedStateNodes_;
165
166        bool                               bChangingState_;
167        bool                               bAbort_;
168
169        // variables for time statistics
170        uint64_t                           statisticsStartTime_;
171        std::list<StatisticsTickInfo>      statisticsTickTimes_;
172        uint32_t                           periodTime_;
173        uint32_t                           periodTickTime_;
174        float                              avgFPS_;
175        float                              avgTickTime_;
176        int                                excessSleepTime_;
177        unsigned int                       minimumSleepTime_;
178
179        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
180        static Game* singletonPtr_s;        //!< Pointer to the Singleton
181    };
182
183    template <class T>
184    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
185    {
186        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName);
187        if (it == gameStateDeclarations_s.end())
188        {
189            GameStateInfo& info = gameStateDeclarations_s[stateName];
190            info.stateName = stateName;
191            info.className = className;
192            info.bIgnoreTickTime = bIgnoreTickTime;
193            info.bGraphicsMode = bGraphicsMode;
194        }
195        else
196        {
197            COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl;
198            COUT(0) << "       Ignoring second one ('" << stateName << "')." << std::endl;
199        }
200
201        // Create a factory to delay GameState creation
202        GameStateFactory::createFactory<T>(className);
203
204        // just a required dummy return value
205        return true;
206    }
207}
208
209#endif /* _Game_H__ */
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