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source: code/trunk/src/orxonox/MoodManager.cc @ 9206

Last change on this file since 9206 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: 3.3 KB
RevLine 
[6119]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 *      Kevin 'youngk' Young
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "MoodManager.h"
30
[7284]31#include "util/ScopedSingletonManager.h"
[6119]32#include "core/ConfigValueIncludes.h"
33#include "core/CoreIncludes.h"
[7163]34#include "core/Resource.h"
[6119]35
36namespace orxonox
37{
38    ManageScopedSingleton(MoodManager, ScopeID::Root, false);
39
[7163]40    // Note: I'm (Kevin Young) not entirely sure whether that's good code style:
41    const std::string MoodManager::defaultMood_ = "default";
42
[6119]43    MoodManager::MoodManager()
44    {
45        RegisterRootObject(MoodManager);
46        this->setConfigValues();
[7163]47
48        // Need to use a variable to store old data because ResetConfigValues() doesn't seem to work.
49        oldMood_ = MoodManager::defaultMood_;
[7284]50
[7163]51        // Checking for the existence of the folder for the default mood
52        const std::string& path = "ambient/" + MoodManager::defaultMood_ + "/.";
53        if (!Resource::exists(path))
54        {
55            // TODO: Non-fatal error handling (non-critical resource missing)
[8858]56            orxout(internal_warning) << "Mood Warning: Folder for default mood (" << MoodManager::defaultMood_ << ") does not exist!" << endl;
[7163]57        }
[8351]58       
59        // @TODO
60        // Creating a vector of the available moods to enable easy mood selection by Lua/CEGUI       
[6119]61    }
62
63    void MoodManager::setConfigValues()
64    {
[7163]65        SetConfigValue(mood_, MoodManager::defaultMood_)
[6119]66            .description("Sets the mood for the current level.")
67            .callback(this, &MoodManager::checkMoodValidity);
68    }
69
[7163]70    /** Set a new mood
71     */
[6119]72    void MoodManager::setMood(const std::string& mood)
73    {
[7163]74        oldMood_ = mood_;
[6119]75        ModifyConfigValue(mood_, set, mood);
76    }
[6387]77
[6406]78    void MoodManager::checkMoodValidity()
[6119]79    {
[7163]80        //  Generic mood validation
81        const std::string& path = "ambient/" + mood_ + "/.";
82        if (!Resource::exists(path))
[6406]83        {
[8858]84            orxout(internal_warning) << "Mood " << mood_ << " does not exist. Will not change." << endl;
[7163]85            this->setMood(oldMood_);
[6406]86        }
87        else
88        {
[8858]89            orxout(internal_info) << "Mood changed to " << mood_ << endl;
[6406]90            MoodListener::changedMood(mood_);
91        }
[6119]92    }
93
[6406]94
95    MoodListener::MoodListener()
[6119]96    {
[6406]97        RegisterRootObject(MoodListener);
[6119]98    }
[6406]99
100    /*static*/ void MoodListener::changedMood(const std::string& mood)
101    {
102        for (ObjectList<MoodListener>::iterator it = ObjectList<MoodListener>::begin(); it; ++it)
[8706]103            it->moodChanged(mood);
[6406]104    }
[6119]105}
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