[2805] | 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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[2844] | 38 | #include "CorePrereqs.h" |
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[3196] | 39 | |
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[2805] | 40 | #include <cassert> |
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[2817] | 41 | #include <list> |
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[2844] | 42 | #include <map> |
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[3196] | 43 | #include <string> |
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[2844] | 44 | #include <vector> |
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[3196] | 45 | #include <boost/shared_ptr.hpp> |
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[3370] | 46 | #include <boost/scoped_ptr.hpp> |
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[3196] | 47 | #include <boost/preprocessor/cat.hpp> |
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| 48 | |
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[3280] | 49 | #include "util/Debug.h" |
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[5693] | 50 | #include "util/ScopeGuard.h" |
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[3370] | 51 | #include "util/Singleton.h" |
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[2805] | 52 | |
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[3084] | 53 | /** |
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| 54 | @def |
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| 55 | Adds a new GameState to the Game. The second parameter is the name as string |
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| 56 | and every following paramter is a constructor argument (which is usually non existent) |
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| 57 | */ |
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[3280] | 58 | #define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \ |
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| 59 | static bool BOOST_PP_CAT(bGameStateDummy_##className, __LINE__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode) |
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[2844] | 60 | |
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[2805] | 61 | namespace orxonox |
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| 62 | { |
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[3280] | 63 | class GameConfiguration; |
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| 64 | |
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[3370] | 65 | //! Helper object required before GameStates are being constructed |
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| 66 | struct GameStateInfo |
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| 67 | { |
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| 68 | std::string stateName; |
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| 69 | std::string className; |
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| 70 | bool bIgnoreTickTime; |
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| 71 | bool bGraphicsMode; |
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| 72 | }; |
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| 73 | |
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[2805] | 74 | /** |
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| 75 | @brief |
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| 76 | Main class responsible for running the game. |
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[3370] | 77 | @remark |
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| 78 | You should only create this singleton once because it owns the Core class! (see remark there) |
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[2805] | 79 | */ |
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[3370] | 80 | class _CoreExport Game : public Singleton<Game> |
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[2805] | 81 | { |
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[3370] | 82 | friend class Singleton<Game>; |
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| 83 | typedef std::vector<shared_ptr<GameState> > GameStateVector; |
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| 84 | typedef std::map<std::string, shared_ptr<GameState> > GameStateMap; |
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[5695] | 85 | typedef shared_ptr<GameStateTreeNode> GameStateTreeNodePtr; |
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[5693] | 86 | |
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[2805] | 87 | public: |
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[3323] | 88 | Game(const std::string& cmdLine); |
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[2805] | 89 | ~Game(); |
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| 90 | |
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[2844] | 91 | void setStateHierarchy(const std::string& str); |
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[3370] | 92 | shared_ptr<GameState> getState(const std::string& name); |
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[2844] | 93 | |
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[2805] | 94 | void run(); |
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| 95 | void stop(); |
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| 96 | |
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[2844] | 97 | void requestState(const std::string& name); |
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[2850] | 98 | void requestStates(const std::string& names); |
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[2844] | 99 | void popState(); |
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| 100 | |
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[2846] | 101 | const Clock& getGameClock() { return *this->gameClock_; } |
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| 102 | |
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[2817] | 103 | float getAvgTickTime() { return this->avgTickTime_; } |
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| 104 | float getAvgFPS() { return this->avgFPS_; } |
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| 105 | |
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[3370] | 106 | void subtractTickTime(int32_t length); |
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[2817] | 107 | |
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[3280] | 108 | template <class T> |
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| 109 | static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode); |
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[2805] | 110 | |
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| 111 | private: |
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[3280] | 112 | class _CoreExport GameStateFactory |
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[2817] | 113 | { |
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[3280] | 114 | public: |
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| 115 | virtual ~GameStateFactory() { } |
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[3370] | 116 | static shared_ptr<GameState> fabricate(const GameStateInfo& info); |
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[3280] | 117 | template <class T> |
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| 118 | static void createFactory(const std::string& className) |
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[3370] | 119 | { factories_s[className].reset(new TemplateGameStateFactory<T>()); } |
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[5693] | 120 | |
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[3370] | 121 | virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0; |
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| 122 | static std::map<std::string, shared_ptr<GameStateFactory> > factories_s; |
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[3280] | 123 | }; |
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| 124 | template <class T> |
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| 125 | class TemplateGameStateFactory : public GameStateFactory |
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| 126 | { |
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| 127 | public: |
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[3370] | 128 | shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) |
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| 129 | { return shared_ptr<GameState>(new T(info)); } |
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[3280] | 130 | }; |
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[5693] | 131 | // For the factory destruction |
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| 132 | typedef Loki::ObjScopeGuardImpl0<std::map<std::string, shared_ptr<GameStateFactory> >, void (std::map<std::string, shared_ptr<GameStateFactory> >::*)()> ObjScopeGuard; |
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[3280] | 133 | |
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| 134 | struct StatisticsTickInfo |
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| 135 | { |
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[2817] | 136 | uint64_t tickTime; |
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| 137 | uint32_t tickLength; |
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| 138 | }; |
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| 139 | |
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[2805] | 140 | Game(Game&); // don't mess with singletons |
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| 141 | |
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[3370] | 142 | void loadGraphics(); |
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| 143 | void unloadGraphics(); |
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[2805] | 144 | |
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[3370] | 145 | bool checkState(const std::string& name) const; |
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| 146 | void loadState(const std::string& name); |
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| 147 | void unloadState(const std::string& name); |
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[2805] | 148 | |
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[3370] | 149 | // Main loop structuring |
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| 150 | void updateGameStateStack(); |
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| 151 | void updateGameStates(); |
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| 152 | void updateStatistics(); |
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| 153 | void updateFPSLimiter(); |
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[2844] | 154 | |
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[3370] | 155 | // ScopeGuard helper function |
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| 156 | void resetChangingState() { this->bChangingState_ = false; } |
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[2844] | 157 | |
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[3370] | 158 | scoped_ptr<Clock> gameClock_; |
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| 159 | scoped_ptr<Core> core_; |
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[5693] | 160 | ObjScopeGuard gsFactoryDestroyer_; |
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[3370] | 161 | scoped_ptr<GameConfiguration> configuration_; |
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| 162 | |
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| 163 | GameStateMap constructedStates_; |
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| 164 | GameStateVector loadedStates_; |
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| 165 | GameStateTreeNodePtr rootStateNode_; |
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| 166 | GameStateTreeNodePtr loadedTopStateNode_; |
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| 167 | std::vector<GameStateTreeNodePtr> requestedStateNodes_; |
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| 168 | |
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| 169 | bool bChangingState_; |
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| 170 | bool bAbort_; |
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| 171 | |
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[2817] | 172 | // variables for time statistics |
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[3370] | 173 | uint64_t statisticsStartTime_; |
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| 174 | std::list<StatisticsTickInfo> statisticsTickTimes_; |
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| 175 | uint32_t periodTime_; |
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| 176 | uint32_t periodTickTime_; |
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| 177 | float avgFPS_; |
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| 178 | float avgTickTime_; |
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| 179 | int excessSleepTime_; |
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| 180 | unsigned int minimumSleepTime_; |
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[2817] | 181 | |
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[3280] | 182 | static std::map<std::string, GameStateInfo> gameStateDeclarations_s; |
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[3370] | 183 | static Game* singletonPtr_s; //!< Pointer to the Singleton |
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[2805] | 184 | }; |
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[3280] | 185 | |
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| 186 | template <class T> |
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| 187 | /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode) |
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| 188 | { |
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[3370] | 189 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName); |
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[3280] | 190 | if (it == gameStateDeclarations_s.end()) |
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| 191 | { |
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[3370] | 192 | GameStateInfo& info = gameStateDeclarations_s[stateName]; |
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[3280] | 193 | info.stateName = stateName; |
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| 194 | info.className = className; |
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| 195 | info.bIgnoreTickTime = bIgnoreTickTime; |
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| 196 | info.bGraphicsMode = bGraphicsMode; |
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| 197 | } |
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| 198 | else |
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| 199 | { |
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| 200 | COUT(0) << "Error: Cannot declare two GameStates with the same name." << std::endl; |
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| 201 | COUT(0) << " Ignoring second one ('" << stateName << "')." << std::endl; |
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| 202 | } |
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| 203 | |
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| 204 | // Create a factory to delay GameState creation |
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| 205 | GameStateFactory::createFactory<T>(className); |
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| 206 | |
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| 207 | // just a required dummy return value |
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| 208 | return true; |
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| 209 | } |
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[2805] | 210 | } |
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[3280] | 211 | |
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[2805] | 212 | #endif /* _Game_H__ */ |
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