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source: code/trunk/src/libraries/core/Game.h @ 9050

Last change on this file since 9050 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 7.9 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@ingroup Management CoreGame
32@brief
33    Declaration of Game Singleton which is responsible for running the game.
34 */
35
36#ifndef _Game_H__
37#define _Game_H__
38
39#include "CorePrereqs.h"
40
41#include <cassert>
42#include <list>
43#include <map>
44#include <string>
45#include <vector>
46#include <boost/shared_ptr.hpp>
47#include <boost/preprocessor/cat.hpp>
48
49#include "util/Output.h"
50#include "util/DestructionHelper.h"
51#include "util/Singleton.h"
52#include "OrxonoxClass.h"
53
54/**
55@brief
56    Adds a new GameState to the Game. The second parameter is the name as string
57    and every following parameter is a constructor argument (which is usually non existent)
58*/
59#define DeclareGameState(className, stateName, bIgnoreTickTime, bGraphicsMode) \
60    static bool BOOST_PP_CAT(bGameStateDummy_##className, __UNIQUE_NUMBER__) = orxonox::Game::declareGameState<className>(#className, stateName, bIgnoreTickTime, bGraphicsMode)
61// tolua_begin
62namespace orxonox
63{
64// tolua_end
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// tolua_begin
82    class _CoreExport Game
83// tolua_end
84        : public Singleton<Game>, public OrxonoxClass
85    { // tolua_export
86        friend class Singleton<Game>;
87        typedef std::vector<shared_ptr<GameState> > GameStateVector;
88        typedef std::map<std::string, shared_ptr<GameState> > GameStateMap;
89        typedef shared_ptr<GameStateTreeNode> GameStateTreeNodePtr;
90
91    public:
92        Game(const std::string& cmdLine);
93
94        //! Leave empty and use cleanup() instead
95        ~Game() {}
96        /// Destructor that also executes when object fails to construct
97        void destroy();
98
99        void setConfigValues();
100
101        void setStateHierarchy(const std::string& str);
102        shared_ptr<GameState> getState(const std::string& name);
103
104        void run();
105        void stop();
106
107        static Game& getInstance(){ return Singleton<Game>::getInstance(); } // tolua_export
108
109        void requestState(const std::string& name); //tolua_export
110        void requestStates(const std::string& names); //tolua_export
111        void popState(); //tolua_export
112
113        const Clock& getGameClock() { return *this->gameClock_; }
114
115        float getAvgTickTime() { return this->avgTickTime_; }
116        float getAvgFPS()      { return this->avgFPS_; }
117
118        void subtractTickTime(int32_t length);
119
120        template <class T>
121        static bool declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bConsoleMode);
122
123    private:
124        class _CoreExport GameStateFactory
125        {
126        public:
127            virtual ~GameStateFactory() { }
128            static shared_ptr<GameState> fabricate(const GameStateInfo& info);
129            template <class T>
130            static void createFactory(const std::string& className)
131                { getFactories()[className].reset(new TemplateGameStateFactory<T>()); }
132
133            virtual shared_ptr<GameState> fabricateInternal(const GameStateInfo& info) = 0;
134            static std::map<std::string, shared_ptr<GameStateFactory> >& getFactories();
135        };
136        template <class T>
137        class TemplateGameStateFactory : public GameStateFactory
138        {
139        public:
140            shared_ptr<GameState> fabricateInternal(const GameStateInfo& info)
141                { return shared_ptr<GameState>(new T(info)); }
142        };
143
144        struct StatisticsTickInfo
145        {
146            uint64_t    tickTime;
147            uint32_t    tickLength;
148        };
149
150        Game(Game&); // don't mess with singletons
151
152        void loadGraphics();
153        void unloadGraphics();
154
155        void parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode);
156        bool checkState(const std::string& name) const;
157        void loadState(const std::string& name);
158        void unloadState(const std::string& name);
159
160        // Main loop structuring
161        void updateGameStateStack();
162        void updateGameStates();
163        void updateStatistics();
164        void updateFPSLimiter();
165
166        // ScopeGuard helper function
167        void resetChangingState() { this->bChangingState_ = false; }
168
169        Clock*                             gameClock_;
170        Core*                              core_;
171
172        GameStateMap                       constructedStates_;
173        GameStateVector                    loadedStates_;
174        GameStateTreeNodePtr               rootStateNode_;
175        GameStateTreeNodePtr               loadedTopStateNode_;
176        std::vector<GameStateTreeNodePtr>  requestedStateNodes_;
177
178        bool                               bChangingState_;
179        bool                               bAbort_;
180
181        // variables for time statistics
182        uint64_t                           statisticsStartTime_;
183        std::list<StatisticsTickInfo>      statisticsTickTimes_;
184        uint32_t                           periodTime_;
185        uint32_t                           periodTickTime_;
186        float                              avgFPS_;
187        float                              avgTickTime_;
188        int                                excessSleepTime_;
189        unsigned int                       minimumSleepTime_;
190
191        // config values
192        unsigned int                       statisticsRefreshCycle_;
193        unsigned int                       statisticsAvgLength_;
194        unsigned int                       fpsLimit_;
195
196        /// Helper object that executes the surrogate destructor destroy()
197        DestructionHelper<Game>            destructionHelper_;
198
199        static std::map<std::string, GameStateInfo> gameStateDeclarations_s;
200        static Game* singletonPtr_s;        //!< Pointer to the Singleton
201    }; //tolua_export
202
203    template <class T>
204    /*static*/ bool Game::declareGameState(const std::string& className, const std::string& stateName, bool bIgnoreTickTime, bool bGraphicsMode)
205    {
206        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(stateName);
207        if (it == gameStateDeclarations_s.end())
208        {
209            GameStateInfo& info = gameStateDeclarations_s[stateName];
210            info.stateName = stateName;
211            info.className = className;
212            info.bIgnoreTickTime = bIgnoreTickTime;
213            info.bGraphicsMode = bGraphicsMode;
214        }
215        else
216        {
217            orxout(internal_warning) << "Cannot declare two GameStates with the same name." << endl;
218            orxout(internal_warning) << "Ignoring second one ('" << stateName << "')." << endl;
219        }
220
221        // Create a factory to delay GameState creation
222        GameStateFactory::createFactory<T>(className);
223
224        // just a required dummy return value
225        return true;
226    }
227} //tolua_export
228
229#endif /* _Game_H__ */
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