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source: code/trunk/src/orxonox/gamestates/GSGraphics.cc @ 3201

Last change on this file since 3201 was 3196, checked in by rgrieder, 16 years ago

Merged pch branch back to trunk.

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[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/**
[3196]30@file
31@brief
32    Implementation of Graphics GameState class.
[2896]33 */
34
[1661]35#include "GSGraphics.h"
36
[2710]37#include <boost/filesystem.hpp>
[1686]38#include <OgreRenderWindow.h>
[1661]39
[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"
[3196]54#include "sound/SoundManager.h"
[2896]55#include "GraphicsManager.h"
[1686]56
[1661]57namespace orxonox
58{
[3084]59    AddGameState(GSGraphics, "graphics", false);
[2896]60
[3084]61    GSGraphics::GSGraphics(const std::string& name, bool countTickTime)
62        : GameState(name, countTickTime)
[1661]63        , inputManager_(0)
64        , console_(0)
65        , guiManager_(0)
[2896]66        , graphicsManager_(0)
[3196]67        , soundManager_(0)
[1788]68        , masterKeyBinder_(0)
[2896]69        , masterInputState_(0)
[2087]70        , debugOverlay_(0)
[1661]71    {
[1686]72        RegisterRootObject(GSGraphics);
[1661]73    }
74
75    GSGraphics::~GSGraphics()
76    {
77    }
78
[2896]79    /**
80    @brief
81        this function does nothing
82
83        Indeed. Here goes nothing.
84    */
[1661]85    void GSGraphics::setConfigValues()
86    {
87    }
88
[2896]89    /**
90    @brief
91        This function is called when we enter this game state.
92
93        Since graphics is very important for our game this function does quite a lot:
94        \li starts graphics manager
95        \li loads debug overlay
96        \li manages render window
97        \li creates input manager
98        \li loads master key bindings
[3196]99        \li loads the SoundManager
[2896]100        \li loads ingame console
101        \li loads GUI interface (GUIManager)
102        \li creates console command to toggle GUI
103    */
104    void GSGraphics::activate()
[1661]105    {
[2896]106        GameMode::setShowsGraphics(true);
[1696]107
[2896]108        setConfigValues();
[1674]109
[2896]110        // initialise graphics manager. Doesn't load the render window yet!
111        this->graphicsManager_ = new GraphicsManager();
112        this->graphicsManager_->initialise();
[2710]113
[2087]114        // load debug overlay
115        COUT(3) << "Loading Debug Overlay..." << std::endl;
[2759]116        this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string());
[2087]117        Loader::open(debugOverlay_);
[1686]118
[2896]119        // The render window width and height are used to set up the mouse movement.
120        size_t windowHnd = 0;
121        Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow();
122        renderWindow->getCustomAttribute("WINDOW", &windowHnd);
123
[1661]124        // Calls the InputManager which sets up the input devices.
125        inputManager_ = new InputManager();
[2896]126        inputManager_->initialise(windowHnd, renderWindow->getWidth(), renderWindow->getHeight(), true);
127
128        // load master key bindings
129        masterInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("master", true);
[2103]130        masterKeyBinder_ = new KeyBinder();
[2710]131        masterKeyBinder_->loadBindings("masterKeybindings.ini");
[2896]132        masterInputState_->setKeyHandler(masterKeyBinder_);
[1661]133
[3196]134        // Load the SoundManager
135        soundManager_ = new SoundManager();
136
[1661]137        // Load the InGameConsole
138        console_ = new InGameConsole();
[2896]139        console_->initialise(renderWindow->getWidth(), renderWindow->getHeight());
[1661]140
141        // load the CEGUI interface
142        guiManager_ = new GUIManager();
[2896]143        guiManager_->initialise(renderWindow);
[1674]144
[2896]145        // add console command to toggle GUI
146        FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI);
147        functor->setObject(this);
148        this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
149        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
150
151        // enable master input
152        InputManager::getInstance().requestEnterState("master");
[1661]153    }
154
[2896]155    /**
156    @brief
157        This function is called when the game state is left
158
159        Created references, input states and console commands are deleted.
160    */
161    void GSGraphics::deactivate()
[1661]162    {
[2928]163/*
[2896]164        if (this->ccToggleGUI_)
165        {
166            delete this->ccToggleGUI_;
167            this->ccToggleGUI_ = 0;
168        }
[2928]169*/
[2662]170
[2896]171        masterInputState_->setHandler(0);
172        InputManager::getInstance().requestDestroyState("master");
173        delete this->masterKeyBinder_;
[1878]174
[1662]175        delete this->guiManager_;
176        delete this->console_;
[1661]177
[2087]178        Loader::unload(this->debugOverlay_);
179        delete this->debugOverlay_;
180
[3196]181        delete this->soundManager_;
182
[2896]183        delete this->inputManager_;
184        this->inputManager_ = 0;
[2662]185
[2896]186        delete graphicsManager_;
[1696]187
[2896]188        GameMode::setShowsGraphics(false);
189    }
[1824]190
[2896]191    /**
192    @brief
193        Toggles the visibility of the current GUI
[1824]194
[2896]195        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
196        For more details on this function check out the Lua code.
197    */
198    void GSGraphics::toggleGUI()
199    {
200            GUIManager::getInstance().executeCode("toggleGUI()");
[1661]201    }
202
[1662]203    /**
[2662]204    @note
[1662]205        A note about the Ogre::FrameListener: Even though we don't use them,
206        they still get called. However, the delta times are not correct (except
207        for timeSinceLastFrame, which is the most important). A little research
208        as shown that there is probably only one FrameListener that doesn't even
209        need the time. So we shouldn't run into problems.
210    */
[2896]211    void GSGraphics::update(const Clock& time)
[1661]212    {
[2896]213        if (this->getActivity().topState)
[2087]214        {
[2896]215            // This state can not 'survive' on its own.
216            // Load a user interface therefore
217            Game::getInstance().requestState("mainMenu");
[2087]218        }
219
[2896]220        uint64_t timeBeforeTick = time.getRealMicroseconds();
[1661]221
[3084]222        this->inputManager_->update(time);
[2896]223        this->console_->update(time);
[1661]224
[2896]225        uint64_t timeAfterTick = time.getRealMicroseconds();
[1661]226
[2896]227        // Also add our tick time
228        Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick);
[1661]229
[3084]230        // Process gui events
231        this->guiManager_->update(time);
[2896]232        // Render
233        this->graphicsManager_->update(time);
[1661]234    }
[1686]235
[1891]236    /**
237    @brief
[1686]238        Window has resized.
239    @param rw
240        The render window it occured in
241    @note
[2896]242        GraphicsManager has a render window stored itself. This is the same
[1686]243        as rw. But we have to be careful when using multiple render windows!
244    */
[2896]245    void GSGraphics::windowResized(unsigned int newWidth, unsigned int newHeight)
[1686]246    {
[2087]247        // OIS needs this under linux even if we only use relative input measurement.
248        if (this->inputManager_)
[2896]249            this->inputManager_->setWindowExtents(newWidth, newHeight);
[1686]250    }
251
252    /**
253    @brief
254        Window focus has changed.
255    @param rw
256        The render window it occured in
257    */
[2896]258    void GSGraphics::windowFocusChanged()
[1686]259    {
[1878]260        // instruct InputManager to clear the buffers (core library so we cannot use the interface)
[2087]261        if (this->inputManager_)
262            this->inputManager_->clearBuffers();
[1686]263    }
264
[1661]265}
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