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source: code/trunk/src/modules/gamestates/GSLevel.cc @ 5757

Last change on this file since 5757 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 10.0 KB
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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 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31
32#include <OgreCompositorManager.h>
33
34#include "core/input/InputManager.h"
35#include "core/input/InputState.h"
36#include "core/input/KeyBinder.h"
37#include "core/Clock.h"
38#include "core/ConsoleCommand.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/CoreIncludes.h"
41#include "core/Game.h"
42#include "core/GameMode.h"
43#include "core/Core.h"
44#include "core/GraphicsManager.h"
45#include "core/GUIManager.h"
46#include "core/Loader.h"
47#include "core/XMLFile.h"
48
49#include "tools/interfaces/Tickable.h"
50#include "Radar.h"
51#include "CameraManager.h"
52#include "LevelManager.h"
53#include "PlayerManager.h"
54
55namespace orxonox
56{
57    DeclareGameState(GSLevel, "level", false, false);
58    SetConsoleCommand(GSLevel, showIngameGUI, true);
59
60    XMLFile* GSLevel::startFile_s = NULL;
61
62    GSLevel::GSLevel(const GameStateInfo& info)
63        : GameState(info)
64        , keyBinder_(0)
65        , gameInputState_(0)
66        , guiMouseOnlyInputState_(0)
67        , guiKeysOnlyInputState_(0)
68        , radar_(0)
69        , cameraManager_(0)
70    {
71        RegisterObject(GSLevel);
72
73        this->ccKeybind_ = 0;
74        this->ccTkeybind_ = 0;
75    }
76
77    GSLevel::~GSLevel()
78    {
79    }
80
81    void GSLevel::setConfigValues()
82    {
83        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
84    }
85
86    void GSLevel::activate()
87    {
88        setConfigValues();
89
90        if (GameMode::showsGraphics())
91        {
92            gameInputState_ = InputManager::getInstance().createInputState("game");
93            keyBinder_ = new KeyBinder();
94            keyBinder_->loadBindings("keybindings.ini");
95            gameInputState_->setHandler(keyBinder_);
96
97            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
98            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
99
100            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
101            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
102
103            // create the global CameraManager
104            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
105
106            // Start the Radar
107            this->radar_ = new Radar();
108        }
109
110        this->playerManager_ = new PlayerManager();
111
112        this->scope_GSLevel_ = new Scope<ScopeID::GSLevel>();
113
114        if (GameMode::isMaster())
115        {
116            this->loadLevel();
117        }
118
119        if (GameMode::showsGraphics())
120        {
121            // keybind console command
122            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
123            functor1->setObject(this);
124            ccKeybind_ = createConsoleCommand(functor1, "keybind");
125            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
126            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
127            functor2->setObject(this);
128            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
129            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
130            // set our console command as callback for the key detector
131            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
132
133            // level is loaded: we can start capturing the input
134            InputManager::getInstance().enterState("game");
135        }
136    }
137
138    void GSLevel::showIngameGUI(bool show)
139    {
140        if (show)
141        {
142            GUIManager::getInstance().showGUI("inGameTest");
143            GUIManager::getInstance().executeCode("showCursor()");
144            InputManager::getInstance().enterState("guiMouseOnly");
145        }
146        else
147        {
148            GUIManager::getInstance().executeCode("hideGUI(\"inGameTest\")");
149            GUIManager::getInstance().executeCode("hideCursor()");
150            InputManager::getInstance().leaveState("guiMouseOnly");
151        }
152    }
153
154    void GSLevel::deactivate()
155    {
156/*
157        // destroy console commands
158        if (this->ccKeybind_)
159        {
160            delete this->ccKeybind_;
161            this->ccKeybind_ = 0;
162        }
163        if (this->ccTkeybind_)
164        {
165            delete this->ccTkeybind_;
166            this->ccTkeybind_ = 0;
167        }
168*/
169
170        if (GameMode::showsGraphics())
171        {
172            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
173            Ogre::CompositorManager::getSingleton().removeAll();
174        }
175
176        // this call will delete every BaseObject!
177        // But currently this will call methods of objects that exist no more
178        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
179        // and call a sceneNode method that has already been destroy by the corresponding space ship.
180        //Loader::close();
181
182        if (GameMode::showsGraphics())
183            InputManager::getInstance().leaveState("game");
184
185        if (GameMode::isMaster())
186            this->unloadLevel();
187
188        if (this->radar_)
189        {
190            delete this->radar_;
191            this->radar_ = 0;
192        }
193
194        if (this->cameraManager_)
195        {
196            delete this->cameraManager_;
197            this->cameraManager_ = 0;
198        }
199
200        if (this->playerManager_)
201        {
202            delete this->playerManager_;
203            this->playerManager_ = 0;
204        }
205
206        if (this->scope_GSLevel_)
207        {
208            delete this->scope_GSLevel_;
209            this->scope_GSLevel_ = NULL;
210        }
211
212        if (GameMode::showsGraphics())
213        {
214            gameInputState_->setHandler(0);
215            guiMouseOnlyInputState_->setHandler(0);
216            guiKeysOnlyInputState_->setHandler(0);
217            InputManager::getInstance().destroyState("game");
218            if (this->keyBinder_)
219            {
220                delete this->keyBinder_;
221                this->keyBinder_ = 0;
222            }
223        }
224    }
225
226    void GSLevel::update(const Clock& time)
227    {
228        // Note: Temporarily moved to GSGraphics.
229        //// Call the scene objects
230        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
231        //    it->tick(time.getDeltaTime() * this->timeFactor_);
232    }
233
234    void GSLevel::loadLevel()
235    {
236        // call the loader
237        COUT(0) << "Loading level..." << std::endl;
238        startFile_s = new XMLFile(LevelManager::getInstance().getDefaultLevel());
239        Loader::open(startFile_s);
240    }
241
242    void GSLevel::unloadLevel()
243    {
244        //////////////////////////////////////////////////////////////////////////////////////////
245        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
246        //////////////////////////////////////////////////////////////////////////////////////////
247        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
248        //////////////////////////////////////////////////////////////////////////////////////////
249
250        delete startFile_s;
251    }
252
253    void GSLevel::keybind(const std::string &command)
254    {
255        this->keybindInternal(command, false);
256    }
257
258    void GSLevel::tkeybind(const std::string &command)
259    {
260        this->keybindInternal(command, true);
261    }
262
263    /**
264    @brief
265        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
266    @param command
267        Command string that can be executed by the CommandExecutor
268        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
269        the key/button/axis that has been activated. This is configured above in activate().
270    */
271    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
272    {
273        if (GameMode::showsGraphics())
274        {
275            static std::string bindingString = "";
276            static bool bTemporarySaved = false;
277            static bool bound = true;
278            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
279            // Howerver there will be no real issue if it happens anyway.
280            if (command.find(keyDetectorCallbackCode_) != 0)
281            {
282                if (bound)
283                {
284                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
285                    InputManager::getInstance().enterState("detector");
286                    bindingString = command;
287                    bTemporarySaved = bTemporary;
288                    bound = false;
289                }
290                //else:  We're still in a keybind command. ignore this call.
291            }
292            else
293            {
294                if (!bound)
295                {
296                    // user has pressed the key
297                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
298                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
299                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
300                    InputManager::getInstance().leaveState("detector");
301                    bound = true;
302                }
303                // else: A key was pressed within the same tick, ignore it.
304            }
305        }
306    }
307}
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