[1661] | 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: |
---|
[2896] | 25 | * Benjamin Knecht |
---|
[1661] | 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
[2896] | 29 | /** |
---|
| 30 | @file |
---|
| 31 | @brief Implementation of Graphics GameState class. |
---|
| 32 | */ |
---|
| 33 | |
---|
[1661] | 34 | #include "GSGraphics.h" |
---|
| 35 | |
---|
[2710] | 36 | #include <boost/filesystem.hpp> |
---|
[1686] | 37 | #include <OgreRenderWindow.h> |
---|
[1661] | 38 | |
---|
[1755] | 39 | #include "util/Debug.h" |
---|
[2896] | 40 | #include "core/ConfigValueIncludes.h" |
---|
| 41 | #include "core/Clock.h" |
---|
[1662] | 42 | #include "core/ConsoleCommand.h" |
---|
[2896] | 43 | #include "core/Core.h" |
---|
[1686] | 44 | #include "core/CoreIncludes.h" |
---|
[2896] | 45 | #include "core/Game.h" |
---|
| 46 | #include "core/GameMode.h" |
---|
[1661] | 47 | #include "core/input/InputManager.h" |
---|
[1788] | 48 | #include "core/input/KeyBinder.h" |
---|
[2896] | 49 | #include "core/input/SimpleInputState.h" |
---|
[2087] | 50 | #include "core/Loader.h" |
---|
| 51 | #include "core/XMLFile.h" |
---|
[1661] | 52 | #include "overlays/console/InGameConsole.h" |
---|
| 53 | #include "gui/GUIManager.h" |
---|
[2896] | 54 | #include "GraphicsManager.h" |
---|
[1686] | 55 | |
---|
[1661] | 56 | namespace orxonox |
---|
| 57 | { |
---|
[3084] | 58 | AddGameState(GSGraphics, "graphics", false); |
---|
[2896] | 59 | |
---|
[3084] | 60 | GSGraphics::GSGraphics(const std::string& name, bool countTickTime) |
---|
| 61 | : GameState(name, countTickTime) |
---|
[1661] | 62 | , inputManager_(0) |
---|
| 63 | , console_(0) |
---|
| 64 | , guiManager_(0) |
---|
[2896] | 65 | , graphicsManager_(0) |
---|
[1788] | 66 | , masterKeyBinder_(0) |
---|
[2896] | 67 | , masterInputState_(0) |
---|
[2087] | 68 | , debugOverlay_(0) |
---|
[1661] | 69 | { |
---|
[1686] | 70 | RegisterRootObject(GSGraphics); |
---|
[1661] | 71 | } |
---|
| 72 | |
---|
| 73 | GSGraphics::~GSGraphics() |
---|
| 74 | { |
---|
| 75 | } |
---|
| 76 | |
---|
[2896] | 77 | /** |
---|
| 78 | @brief |
---|
| 79 | this function does nothing |
---|
| 80 | |
---|
| 81 | Indeed. Here goes nothing. |
---|
| 82 | */ |
---|
[1661] | 83 | void GSGraphics::setConfigValues() |
---|
| 84 | { |
---|
| 85 | } |
---|
| 86 | |
---|
[2896] | 87 | /** |
---|
| 88 | @brief |
---|
| 89 | This function is called when we enter this game state. |
---|
| 90 | |
---|
| 91 | Since graphics is very important for our game this function does quite a lot: |
---|
| 92 | \li starts graphics manager |
---|
| 93 | \li loads debug overlay |
---|
| 94 | \li manages render window |
---|
| 95 | \li creates input manager |
---|
| 96 | \li loads master key bindings |
---|
| 97 | \li loads ingame console |
---|
| 98 | \li loads GUI interface (GUIManager) |
---|
| 99 | \li creates console command to toggle GUI |
---|
| 100 | */ |
---|
| 101 | void GSGraphics::activate() |
---|
[1661] | 102 | { |
---|
[2896] | 103 | GameMode::setShowsGraphics(true); |
---|
[1696] | 104 | |
---|
[2896] | 105 | setConfigValues(); |
---|
[1674] | 106 | |
---|
[2896] | 107 | // initialise graphics manager. Doesn't load the render window yet! |
---|
| 108 | this->graphicsManager_ = new GraphicsManager(); |
---|
| 109 | this->graphicsManager_->initialise(); |
---|
[2710] | 110 | |
---|
[2087] | 111 | // load debug overlay |
---|
| 112 | COUT(3) << "Loading Debug Overlay..." << std::endl; |
---|
[2759] | 113 | this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string()); |
---|
[2087] | 114 | Loader::open(debugOverlay_); |
---|
[1686] | 115 | |
---|
[2896] | 116 | // The render window width and height are used to set up the mouse movement. |
---|
| 117 | size_t windowHnd = 0; |
---|
| 118 | Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow(); |
---|
| 119 | renderWindow->getCustomAttribute("WINDOW", &windowHnd); |
---|
| 120 | |
---|
[1661] | 121 | // Calls the InputManager which sets up the input devices. |
---|
| 122 | inputManager_ = new InputManager(); |
---|
[2896] | 123 | inputManager_->initialise(windowHnd, renderWindow->getWidth(), renderWindow->getHeight(), true); |
---|
| 124 | |
---|
| 125 | // load master key bindings |
---|
| 126 | masterInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("master", true); |
---|
[2103] | 127 | masterKeyBinder_ = new KeyBinder(); |
---|
[2710] | 128 | masterKeyBinder_->loadBindings("masterKeybindings.ini"); |
---|
[2896] | 129 | masterInputState_->setKeyHandler(masterKeyBinder_); |
---|
[1661] | 130 | |
---|
| 131 | // Load the InGameConsole |
---|
| 132 | console_ = new InGameConsole(); |
---|
[2896] | 133 | console_->initialise(renderWindow->getWidth(), renderWindow->getHeight()); |
---|
[1661] | 134 | |
---|
| 135 | // load the CEGUI interface |
---|
| 136 | guiManager_ = new GUIManager(); |
---|
[2896] | 137 | guiManager_->initialise(renderWindow); |
---|
[1674] | 138 | |
---|
[2896] | 139 | // add console command to toggle GUI |
---|
| 140 | FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI); |
---|
| 141 | functor->setObject(this); |
---|
| 142 | this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI"); |
---|
| 143 | CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_); |
---|
| 144 | |
---|
| 145 | // enable master input |
---|
| 146 | InputManager::getInstance().requestEnterState("master"); |
---|
[1661] | 147 | } |
---|
| 148 | |
---|
[2896] | 149 | /** |
---|
| 150 | @brief |
---|
| 151 | This function is called when the game state is left |
---|
| 152 | |
---|
| 153 | Created references, input states and console commands are deleted. |
---|
| 154 | */ |
---|
| 155 | void GSGraphics::deactivate() |
---|
[1661] | 156 | { |
---|
[2928] | 157 | /* |
---|
[2896] | 158 | if (this->ccToggleGUI_) |
---|
| 159 | { |
---|
| 160 | delete this->ccToggleGUI_; |
---|
| 161 | this->ccToggleGUI_ = 0; |
---|
| 162 | } |
---|
[2928] | 163 | */ |
---|
[2662] | 164 | |
---|
[2896] | 165 | masterInputState_->setHandler(0); |
---|
| 166 | InputManager::getInstance().requestDestroyState("master"); |
---|
| 167 | delete this->masterKeyBinder_; |
---|
[1878] | 168 | |
---|
[1662] | 169 | delete this->guiManager_; |
---|
| 170 | delete this->console_; |
---|
[1661] | 171 | |
---|
[2087] | 172 | Loader::unload(this->debugOverlay_); |
---|
| 173 | delete this->debugOverlay_; |
---|
| 174 | |
---|
[2896] | 175 | delete this->inputManager_; |
---|
| 176 | this->inputManager_ = 0; |
---|
[2662] | 177 | |
---|
[2896] | 178 | delete graphicsManager_; |
---|
[1696] | 179 | |
---|
[2896] | 180 | GameMode::setShowsGraphics(false); |
---|
| 181 | } |
---|
[1824] | 182 | |
---|
[2896] | 183 | /** |
---|
| 184 | @brief |
---|
| 185 | Toggles the visibility of the current GUI |
---|
[1824] | 186 | |
---|
[2896] | 187 | This function just executes a Lua function in the main script of the GUI by accessing the GUIManager. |
---|
| 188 | For more details on this function check out the Lua code. |
---|
| 189 | */ |
---|
| 190 | void GSGraphics::toggleGUI() |
---|
| 191 | { |
---|
| 192 | GUIManager::getInstance().executeCode("toggleGUI()"); |
---|
[1661] | 193 | } |
---|
| 194 | |
---|
[1662] | 195 | /** |
---|
[2662] | 196 | @note |
---|
[1662] | 197 | A note about the Ogre::FrameListener: Even though we don't use them, |
---|
| 198 | they still get called. However, the delta times are not correct (except |
---|
| 199 | for timeSinceLastFrame, which is the most important). A little research |
---|
| 200 | as shown that there is probably only one FrameListener that doesn't even |
---|
| 201 | need the time. So we shouldn't run into problems. |
---|
| 202 | */ |
---|
[2896] | 203 | void GSGraphics::update(const Clock& time) |
---|
[1661] | 204 | { |
---|
[2896] | 205 | if (this->getActivity().topState) |
---|
[2087] | 206 | { |
---|
[2896] | 207 | // This state can not 'survive' on its own. |
---|
| 208 | // Load a user interface therefore |
---|
| 209 | Game::getInstance().requestState("mainMenu"); |
---|
[2087] | 210 | } |
---|
| 211 | |
---|
[2896] | 212 | uint64_t timeBeforeTick = time.getRealMicroseconds(); |
---|
[1661] | 213 | |
---|
[3084] | 214 | this->inputManager_->update(time); |
---|
[2896] | 215 | this->console_->update(time); |
---|
[1661] | 216 | |
---|
[2896] | 217 | uint64_t timeAfterTick = time.getRealMicroseconds(); |
---|
[1661] | 218 | |
---|
[2896] | 219 | // Also add our tick time |
---|
| 220 | Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); |
---|
[1661] | 221 | |
---|
[3084] | 222 | // Process gui events |
---|
| 223 | this->guiManager_->update(time); |
---|
[2896] | 224 | // Render |
---|
| 225 | this->graphicsManager_->update(time); |
---|
[1661] | 226 | } |
---|
[1686] | 227 | |
---|
[1891] | 228 | /** |
---|
| 229 | @brief |
---|
[1686] | 230 | Window has resized. |
---|
| 231 | @param rw |
---|
| 232 | The render window it occured in |
---|
| 233 | @note |
---|
[2896] | 234 | GraphicsManager has a render window stored itself. This is the same |
---|
[1686] | 235 | as rw. But we have to be careful when using multiple render windows! |
---|
| 236 | */ |
---|
[2896] | 237 | void GSGraphics::windowResized(unsigned int newWidth, unsigned int newHeight) |
---|
[1686] | 238 | { |
---|
[2087] | 239 | // OIS needs this under linux even if we only use relative input measurement. |
---|
| 240 | if (this->inputManager_) |
---|
[2896] | 241 | this->inputManager_->setWindowExtents(newWidth, newHeight); |
---|
[1686] | 242 | } |
---|
| 243 | |
---|
| 244 | /** |
---|
| 245 | @brief |
---|
| 246 | Window focus has changed. |
---|
| 247 | @param rw |
---|
| 248 | The render window it occured in |
---|
| 249 | */ |
---|
[2896] | 250 | void GSGraphics::windowFocusChanged() |
---|
[1686] | 251 | { |
---|
[1878] | 252 | // instruct InputManager to clear the buffers (core library so we cannot use the interface) |
---|
[2087] | 253 | if (this->inputManager_) |
---|
| 254 | this->inputManager_->clearBuffers(); |
---|
[1686] | 255 | } |
---|
| 256 | |
---|
[1661] | 257 | } |
---|