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 | * Benjamin Knecht |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | /** |
---|
30 | @file |
---|
31 | @brief Implementation of Graphics GameState class. |
---|
32 | */ |
---|
33 | |
---|
34 | #include "OrxonoxStableHeaders.h" |
---|
35 | #include "GSGraphics.h" |
---|
36 | |
---|
37 | #include <boost/filesystem.hpp> |
---|
38 | #include <OgreRenderWindow.h> |
---|
39 | |
---|
40 | #include "util/Debug.h" |
---|
41 | #include "core/ConfigValueIncludes.h" |
---|
42 | #include "core/Clock.h" |
---|
43 | #include "core/ConsoleCommand.h" |
---|
44 | #include "core/Core.h" |
---|
45 | #include "core/CoreIncludes.h" |
---|
46 | #include "core/Game.h" |
---|
47 | #include "core/GameMode.h" |
---|
48 | #include "core/input/InputManager.h" |
---|
49 | #include "core/input/KeyBinder.h" |
---|
50 | #include "core/input/SimpleInputState.h" |
---|
51 | #include "core/Loader.h" |
---|
52 | #include "core/XMLFile.h" |
---|
53 | #include "overlays/console/InGameConsole.h" |
---|
54 | #include "gui/GUIManager.h" |
---|
55 | #include "GraphicsManager.h" |
---|
56 | |
---|
57 | namespace orxonox |
---|
58 | { |
---|
59 | AddGameState(GSGraphics, "graphics", false); |
---|
60 | |
---|
61 | GSGraphics::GSGraphics(const std::string& name, bool countTickTime) |
---|
62 | : GameState(name, countTickTime) |
---|
63 | , inputManager_(0) |
---|
64 | , console_(0) |
---|
65 | , guiManager_(0) |
---|
66 | , graphicsManager_(0) |
---|
67 | , masterKeyBinder_(0) |
---|
68 | , masterInputState_(0) |
---|
69 | , debugOverlay_(0) |
---|
70 | { |
---|
71 | RegisterRootObject(GSGraphics); |
---|
72 | } |
---|
73 | |
---|
74 | GSGraphics::~GSGraphics() |
---|
75 | { |
---|
76 | } |
---|
77 | |
---|
78 | /** |
---|
79 | @brief |
---|
80 | this function does nothing |
---|
81 | |
---|
82 | Indeed. Here goes nothing. |
---|
83 | */ |
---|
84 | void GSGraphics::setConfigValues() |
---|
85 | { |
---|
86 | } |
---|
87 | |
---|
88 | /** |
---|
89 | @brief |
---|
90 | This function is called when we enter this game state. |
---|
91 | |
---|
92 | Since graphics is very important for our game this function does quite a lot: |
---|
93 | \li starts graphics manager |
---|
94 | \li loads debug overlay |
---|
95 | \li manages render window |
---|
96 | \li creates input manager |
---|
97 | \li loads master key bindings |
---|
98 | \li loads ingame console |
---|
99 | \li loads GUI interface (GUIManager) |
---|
100 | \li creates console command to toggle GUI |
---|
101 | */ |
---|
102 | void GSGraphics::activate() |
---|
103 | { |
---|
104 | GameMode::setShowsGraphics(true); |
---|
105 | |
---|
106 | setConfigValues(); |
---|
107 | |
---|
108 | // initialise graphics manager. Doesn't load the render window yet! |
---|
109 | this->graphicsManager_ = new GraphicsManager(); |
---|
110 | this->graphicsManager_->initialise(); |
---|
111 | |
---|
112 | // load debug overlay |
---|
113 | COUT(3) << "Loading Debug Overlay..." << std::endl; |
---|
114 | this->debugOverlay_ = new XMLFile((Core::getMediaPath() / "overlay" / "debug.oxo").string()); |
---|
115 | Loader::open(debugOverlay_); |
---|
116 | |
---|
117 | // The render window width and height are used to set up the mouse movement. |
---|
118 | size_t windowHnd = 0; |
---|
119 | Ogre::RenderWindow* renderWindow = GraphicsManager::getInstance().getRenderWindow(); |
---|
120 | renderWindow->getCustomAttribute("WINDOW", &windowHnd); |
---|
121 | |
---|
122 | // Calls the InputManager which sets up the input devices. |
---|
123 | inputManager_ = new InputManager(); |
---|
124 | inputManager_->initialise(windowHnd, renderWindow->getWidth(), renderWindow->getHeight(), true); |
---|
125 | |
---|
126 | // load master key bindings |
---|
127 | masterInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("master", true); |
---|
128 | masterKeyBinder_ = new KeyBinder(); |
---|
129 | masterKeyBinder_->loadBindings("masterKeybindings.ini"); |
---|
130 | masterInputState_->setKeyHandler(masterKeyBinder_); |
---|
131 | |
---|
132 | // Load the InGameConsole |
---|
133 | console_ = new InGameConsole(); |
---|
134 | console_->initialise(renderWindow->getWidth(), renderWindow->getHeight()); |
---|
135 | |
---|
136 | // load the CEGUI interface |
---|
137 | guiManager_ = new GUIManager(); |
---|
138 | guiManager_->initialise(renderWindow); |
---|
139 | |
---|
140 | // add console command to toggle GUI |
---|
141 | FunctorMember<GSGraphics>* functor = createFunctor(&GSGraphics::toggleGUI); |
---|
142 | functor->setObject(this); |
---|
143 | this->ccToggleGUI_ = createConsoleCommand(functor, "toggleGUI"); |
---|
144 | CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_); |
---|
145 | |
---|
146 | // enable master input |
---|
147 | InputManager::getInstance().requestEnterState("master"); |
---|
148 | } |
---|
149 | |
---|
150 | /** |
---|
151 | @brief |
---|
152 | This function is called when the game state is left |
---|
153 | |
---|
154 | Created references, input states and console commands are deleted. |
---|
155 | */ |
---|
156 | void GSGraphics::deactivate() |
---|
157 | { |
---|
158 | /* |
---|
159 | if (this->ccToggleGUI_) |
---|
160 | { |
---|
161 | delete this->ccToggleGUI_; |
---|
162 | this->ccToggleGUI_ = 0; |
---|
163 | } |
---|
164 | */ |
---|
165 | |
---|
166 | masterInputState_->setHandler(0); |
---|
167 | InputManager::getInstance().requestDestroyState("master"); |
---|
168 | delete this->masterKeyBinder_; |
---|
169 | |
---|
170 | delete this->guiManager_; |
---|
171 | delete this->console_; |
---|
172 | |
---|
173 | Loader::unload(this->debugOverlay_); |
---|
174 | delete this->debugOverlay_; |
---|
175 | |
---|
176 | delete this->inputManager_; |
---|
177 | this->inputManager_ = 0; |
---|
178 | |
---|
179 | delete graphicsManager_; |
---|
180 | |
---|
181 | GameMode::setShowsGraphics(false); |
---|
182 | } |
---|
183 | |
---|
184 | /** |
---|
185 | @brief |
---|
186 | Toggles the visibility of the current GUI |
---|
187 | |
---|
188 | This function just executes a Lua function in the main script of the GUI by accessing the GUIManager. |
---|
189 | For more details on this function check out the Lua code. |
---|
190 | */ |
---|
191 | void GSGraphics::toggleGUI() |
---|
192 | { |
---|
193 | GUIManager::getInstance().executeCode("toggleGUI()"); |
---|
194 | } |
---|
195 | |
---|
196 | /** |
---|
197 | @note |
---|
198 | A note about the Ogre::FrameListener: Even though we don't use them, |
---|
199 | they still get called. However, the delta times are not correct (except |
---|
200 | for timeSinceLastFrame, which is the most important). A little research |
---|
201 | as shown that there is probably only one FrameListener that doesn't even |
---|
202 | need the time. So we shouldn't run into problems. |
---|
203 | */ |
---|
204 | void GSGraphics::update(const Clock& time) |
---|
205 | { |
---|
206 | if (this->getActivity().topState) |
---|
207 | { |
---|
208 | // This state can not 'survive' on its own. |
---|
209 | // Load a user interface therefore |
---|
210 | Game::getInstance().requestState("mainMenu"); |
---|
211 | } |
---|
212 | |
---|
213 | uint64_t timeBeforeTick = time.getRealMicroseconds(); |
---|
214 | |
---|
215 | this->inputManager_->update(time); |
---|
216 | this->console_->update(time); |
---|
217 | |
---|
218 | uint64_t timeAfterTick = time.getRealMicroseconds(); |
---|
219 | |
---|
220 | // Also add our tick time |
---|
221 | Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); |
---|
222 | |
---|
223 | // Process gui events |
---|
224 | this->guiManager_->update(time); |
---|
225 | // Render |
---|
226 | this->graphicsManager_->update(time); |
---|
227 | } |
---|
228 | |
---|
229 | /** |
---|
230 | @brief |
---|
231 | Window has resized. |
---|
232 | @param rw |
---|
233 | The render window it occured in |
---|
234 | @note |
---|
235 | GraphicsManager has a render window stored itself. This is the same |
---|
236 | as rw. But we have to be careful when using multiple render windows! |
---|
237 | */ |
---|
238 | void GSGraphics::windowResized(unsigned int newWidth, unsigned int newHeight) |
---|
239 | { |
---|
240 | // OIS needs this under linux even if we only use relative input measurement. |
---|
241 | if (this->inputManager_) |
---|
242 | this->inputManager_->setWindowExtents(newWidth, newHeight); |
---|
243 | } |
---|
244 | |
---|
245 | /** |
---|
246 | @brief |
---|
247 | Window focus has changed. |
---|
248 | @param rw |
---|
249 | The render window it occured in |
---|
250 | */ |
---|
251 | void GSGraphics::windowFocusChanged() |
---|
252 | { |
---|
253 | // instruct InputManager to clear the buffers (core library so we cannot use the interface) |
---|
254 | if (this->inputManager_) |
---|
255 | this->inputManager_->clearBuffers(); |
---|
256 | } |
---|
257 | |
---|
258 | } |
---|