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source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 1835

Last change on this file since 1835 was 1826, checked in by rgrieder, 16 years ago

TimerBase are now ticked in GSRoot to be able to use them anywhere.

  • Property svn:eol-style set to native
File size: 4.5 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:
[1662]25 *      Fabian 'x3n' Landau
[1661]26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSLevel.h"
31
[1686]32#include <OgreSceneManager.h>
33#include <OgreRoot.h>
[1661]34#include "core/input/InputManager.h"
35#include "core/input/SimpleInputState.h"
36#include "core/input/KeyBinder.h"
[1662]37#include "core/Loader.h"
38#include "objects/Backlight.h"
[1694]39#include "objects/Tickable.h"
[1819]40#include "objects/Radar.h"
[1662]41#include "tools/ParticleInterface.h"
[1670]42#include "Settings.h"
[1662]43#include "GraphicsEngine.h"
[1661]44
45namespace orxonox
46{
[1670]47    GSLevel::GSLevel(const std::string& name)
[1689]48        : GameState<GSGraphics>(name)
[1674]49        , timeFactor_(1.0f)
[1686]50        , sceneManager_(0)
[1662]51        , keyBinder_(0)
[1670]52        , inputState_(0)
[1662]53        , radar_(0)
54        , startLevel_(0)
55        , hud_(0)
[1661]56    {
57    }
58
59    GSLevel::~GSLevel()
60    {
61    }
62
63    void GSLevel::enter()
64    {
[1670]65        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
[1662]66        keyBinder_ = new KeyBinder();
67        keyBinder_->loadBindings();
[1670]68        inputState_->setHandler(keyBinder_);
[1661]69
[1662]70        // create Ogre SceneManager for the level
[1688]71        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
[1686]72        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
[1688]73
74        // temporary hack
[1686]75        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
[1662]76
77        // Start the Radar
78        this->radar_ = new Radar();
79
80        // Load the HUD
81        COUT(3) << "Orxonox: Loading HUD" << std::endl;
82        hud_ = new Level(Settings::getDataPath() + "overlay/hud.oxo");
83        Loader::load(hud_);
[1674]84
85        // reset game speed to normal
86        timeFactor_ = 1.0f;
[1755]87
88        // TODO: insert slomo console command with
89        // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
[1661]90    }
91
92    void GSLevel::leave()
93    {
[1662]94        Loader::unload(hud_);
95        delete this->hud_;
96
97        // this call will delete every BaseObject!
98        // But currently this will call methods of objects that exist no more
99        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
100        // and call a sceneNode method that has already been destroy by the corresponding space ship.
101        //Loader::close();
102
103        delete this->radar_;
104
[1688]105        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
[1662]106
[1670]107        inputState_->setHandler(0);
108        InputManager::getInstance().requestDestroyState("game");
[1662]109        delete this->keyBinder_;
[1661]110    }
111
[1674]112    void GSLevel::ticked(const Clock& time)
[1661]113    {
114        // Call the scene objects
[1755]115        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
[1674]116            it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]117    }
118
119    /**
120    @brief
121        Changes the speed of Orxonox
122    */
[1662]123    void GSLevel::setTimeFactor(float factor)
124    {
[1674]125        float change = factor / this->timeFactor_;
126        this->timeFactor_ = factor;
[1755]127        for (ObjectList<ParticleInterface>::iterator it = ObjectList<ParticleInterface>::begin(); it; ++it)
[1662]128            it->setSpeedFactor(it->getSpeedFactor() * change);
[1661]129
[1755]130        for (ObjectList<Backlight>::iterator it = ObjectList<Backlight>::begin(); it; ++it)
[1674]131            it->setTimeFactor(timeFactor_);
[1662]132    }
[1670]133
134    void GSLevel::loadLevel()
135    {
136        // call the loader
137        COUT(0) << "Loading level..." << std::endl;
138        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
139        Loader::open(startLevel_);
140    }
141
142    void GSLevel::unloadLevel()
143    {
144        Loader::unload(startLevel_);
145        delete this->startLevel_;
146    }
[1661]147}
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