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source: code/trunk/src/orxonox/gamestates/GSGraphics.cc @ 5721

Last change on this file since 5721 was 5695, checked in by rgrieder, 15 years ago

Merged resource2 branch back to trunk.

IMPORTANT NOTE:
Upon this merge you need to specifically call your data directory "data_extern" when checking it out (when you don't provide a name, it will be just called 'trunk').
The new CMake variable is EXTERNAL_DATA_DIRECTORY. DATA_DIRECTORY now points to the one the source part of the repository.
UPDATE YOUR DATA DIRECTORY AS WELL!!!

  • Property svn:eol-style set to native
File size: 5.1 KB
RevLine 
[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
[3327]37#include "util/Convert.h"
[2896]38#include "core/Clock.h"
[3327]39#include "core/CommandExecutor.h"
[1662]40#include "core/ConsoleCommand.h"
[2896]41#include "core/Core.h"
42#include "core/Game.h"
[3370]43#include "core/GUIManager.h"
[1661]44#include "core/input/InputManager.h"
[1788]45#include "core/input/KeyBinder.h"
[3327]46#include "core/input/InputState.h"
[2087]47#include "core/Loader.h"
48#include "core/XMLFile.h"
[5693]49#include "InGameConsole.h"
[3196]50#include "sound/SoundManager.h"
[1686]51
[3370]52// HACK:
[5693]53#include "Map.h"
[3370]54
[1661]55namespace orxonox
56{
[3370]57    DeclareGameState(GSGraphics, "graphics", false, true);
[2896]58
[3370]59    GSGraphics::GSGraphics(const GameStateInfo& info)
60        : GameState(info)
[1661]61        , console_(0)
[3196]62        , soundManager_(0)
[1788]63        , masterKeyBinder_(0)
[2896]64        , masterInputState_(0)
[2087]65        , debugOverlay_(0)
[1661]66    {
[3370]67        // load master key bindings
68        masterInputState_ = InputManager::getInstance().createInputState("master", true);
69        masterKeyBinder_ = new KeyBinder();
70        masterInputState_->setKeyHandler(masterKeyBinder_);
[1661]71    }
72
73    GSGraphics::~GSGraphics()
74    {
[3370]75        InputManager::getInstance().destroyState("master");
76        delete this->masterKeyBinder_;
[1661]77    }
78
[2896]79    /**
80    @brief
81        This function is called when we enter this game state.
82
83        Since graphics is very important for our game this function does quite a lot:
84        \li starts graphics manager
85        \li loads debug overlay
86        \li manages render window
87        \li creates input manager
88        \li loads master key bindings
[3196]89        \li loads the SoundManager
[2896]90        \li loads ingame console
91        \li loads GUI interface (GUIManager)
92        \li creates console command to toggle GUI
93    */
94    void GSGraphics::activate()
[1661]95    {
[2087]96        // load debug overlay
97        COUT(3) << "Loading Debug Overlay..." << std::endl;
[5695]98        this->debugOverlay_ = new XMLFile("debug.oxo");
[2087]99        Loader::open(debugOverlay_);
[1686]100
[2710]101        masterKeyBinder_->loadBindings("masterKeybindings.ini");
[1661]102
[3196]103        // Load the SoundManager
104        soundManager_ = new SoundManager();
105
[1661]106        // Load the InGameConsole
107        console_ = new InGameConsole();
[3327]108        console_->initialise();
[1661]109
[2896]110        // add console command to toggle GUI
111        FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI);
112        functor->setObject(this);
113        this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI");
114        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
115
116        // enable master input
[3327]117        InputManager::getInstance().enterState("master");
[1661]118    }
119
[2896]120    /**
121    @brief
122        This function is called when the game state is left
123
124        Created references, input states and console commands are deleted.
125    */
126    void GSGraphics::deactivate()
[1661]127    {
[2928]128/*
[2896]129        if (this->ccToggleGUI_)
130        {
131            delete this->ccToggleGUI_;
132            this->ccToggleGUI_ = 0;
133        }
[2928]134*/
[2662]135
[1662]136        delete this->console_;
[1661]137
[2087]138        Loader::unload(this->debugOverlay_);
139        delete this->debugOverlay_;
140
[3196]141        delete this->soundManager_;
142
[3370]143        // HACK: (destroys a resource smart pointer)
144        Map::hackDestroyMap();
[2896]145    }
[1824]146
[2896]147    /**
148    @brief
149        Toggles the visibility of the current GUI
[1824]150
[2896]151        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
152        For more details on this function check out the Lua code.
153    */
154    void GSGraphics::toggleGUI()
155    {
[3280]156        GUIManager::getInstance().executeCode("toggleGUI()");
[1661]157    }
158
[1662]159    /**
[2662]160    @note
[1662]161        A note about the Ogre::FrameListener: Even though we don't use them,
162        they still get called. However, the delta times are not correct (except
163        for timeSinceLastFrame, which is the most important). A little research
164        as shown that there is probably only one FrameListener that doesn't even
165        need the time. So we shouldn't run into problems.
166    */
[2896]167    void GSGraphics::update(const Clock& time)
[1661]168    {
[2896]169        if (this->getActivity().topState)
[2087]170        {
[2896]171            // This state can not 'survive' on its own.
172            // Load a user interface therefore
173            Game::getInstance().requestState("mainMenu");
[2087]174        }
175
[2896]176        this->console_->update(time);
[1661]177    }
178}
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