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source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 2725

Last change on this file since 2725 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

  • Property svn:eol-style set to native
File size: 8.9 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
32#include "core/input/InputManager.h"
33#include "core/input/SimpleInputState.h"
34#include "core/input/KeyBinder.h"
[1662]35#include "core/Loader.h"
[2087]36#include "core/XMLFile.h"
[1887]37#include "core/CommandExecutor.h"
38#include "core/ConsoleCommand.h"
[1934]39#include "core/CommandLine.h"
[1887]40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
[2087]42#include "core/Core.h"
[1694]43#include "objects/Tickable.h"
[1819]44#include "objects/Radar.h"
[2087]45#include "CameraManager.h"
46#include "LevelManager.h"
[2662]47#include "PlayerManager.h"
[1661]48
49namespace orxonox
50{
[2662]51    SetCommandLineArgument(level, "presentation.oxw").shortcut("l");
[1934]52
[2087]53    GSLevel::GSLevel()
54//        : GameState<GSGraphics>(name)
[2662]55        : keyBinder_(0)
[1670]56        , inputState_(0)
[1662]57        , radar_(0)
[2087]58        , startFile_(0)
59        , cameraManager_(0)
60        , levelManager_(0)
[1661]61    {
[1887]62        RegisterObject(GSLevel);
[2662]63
64        this->ccKeybind_ = 0;
65        this->ccTkeybind_ = 0;
66
[1887]67        setConfigValues();
[1661]68    }
69
70    GSLevel::~GSLevel()
71    {
72    }
73
[1887]74    void GSLevel::setConfigValues()
75    {
76        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
77    }
78
[2087]79    void GSLevel::enter(Ogre::Viewport* viewport)
[1661]80    {
[2087]81        if (Core::showsGraphics())
82        {
83            inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20);
84            keyBinder_ = new KeyBinder();
[2710]85            keyBinder_->loadBindings("keybindings.ini");
[2087]86            inputState_->setHandler(keyBinder_);
[1661]87
[2087]88            // create the global CameraManager
89            assert(viewport);
90            this->cameraManager_ = new CameraManager(viewport);
[1688]91
[2087]92            // Start the Radar
93            this->radar_ = new Radar();
94        }
[1662]95
[2662]96        this->playerManager_ = new PlayerManager();
97
[2087]98        if (Core::isMaster())
99        {
100            // create the global LevelManager
101            this->levelManager_ = new LevelManager();
[1662]102
[2087]103            this->loadLevel();
104        }
[1755]105
[2087]106        if (Core::showsGraphics())
107        {
108            // TODO: insert slomo console command with
109            // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false);
[1887]110
[2087]111            // keybind console command
112            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
113            functor1->setObject(this);
[2662]114            ccKeybind_ = createConsoleCommand(functor1, "keybind");
115            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]116            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
117            functor2->setObject(this);
[2662]118            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
119            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]120            // set our console command as callback for the key detector
121            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
122
123            // level is loaded: we can start capturing the input
124            InputManager::getInstance().requestEnterState("game");
125        }
[2662]126    }
[2087]127
[2662]128    void GSLevel::leave()
129    {
130        // destroy console commands
131        if (this->ccKeybind_)
[2087]132        {
[2662]133            delete this->ccKeybind_;
134            this->ccKeybind_ = 0;
[2087]135        }
[2662]136        if (this->ccTkeybind_)
137        {
138            delete this->ccTkeybind_;
139            this->ccTkeybind_ = 0;
140        }
[1661]141
[1662]142        // this call will delete every BaseObject!
143        // But currently this will call methods of objects that exist no more
144        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
145        // and call a sceneNode method that has already been destroy by the corresponding space ship.
146        //Loader::close();
147
[2087]148        if (Core::showsGraphics())
149            InputManager::getInstance().requestLeaveState("game");
[1662]150
[2087]151        if (Core::isMaster())
152            this->unloadLevel();
[1662]153
[2087]154        if (this->radar_)
[2662]155        {
[2087]156            delete this->radar_;
[2662]157            this->radar_ = 0;
158        }
[2087]159
160        if (this->cameraManager_)
[2662]161        {
[2087]162            delete this->cameraManager_;
[2662]163            this->cameraManager_ = 0;
164        }
[2087]165
166        if (this->levelManager_)
[2662]167        {
[2087]168            delete this->levelManager_;
[2662]169            this->levelManager_ = 0;
170        }
[2087]171
[2662]172        if (this->playerManager_)
173        {
174            delete this->playerManager_;
175            this->playerManager_ = 0;
176        }
177
[2087]178        if (Core::showsGraphics())
179        {
180            inputState_->setHandler(0);
181            InputManager::getInstance().requestDestroyState("game");
182            if (this->keyBinder_)
[2662]183            {
[2087]184                delete this->keyBinder_;
[2662]185                this->keyBinder_ = 0;
186            }
[2087]187        }
[1661]188    }
189
[1674]190    void GSLevel::ticked(const Clock& time)
[1661]191    {
[2087]192        // Commented by 1337: Temporarily moved to GSGraphics.
193        //// Call the scene objects
194        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
195        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]196    }
197
[1670]198    void GSLevel::loadLevel()
199    {
200        // call the loader
201        COUT(0) << "Loading level..." << std::endl;
[1934]202        std::string levelName;
203        CommandLine::getValue("level", &levelName);
[2710]204        startFile_ = new XMLFile(Core::getMediaPathString() + "levels" + CP_SLASH + levelName);
[2087]205        Loader::open(startFile_);
[1670]206    }
207
208    void GSLevel::unloadLevel()
209    {
[2087]210        //////////////////////////////////////////////////////////////////////////////////////////
211        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
212        //////////////////////////////////////////////////////////////////////////////////////////
213        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
214        //////////////////////////////////////////////////////////////////////////////////////////
215
216        delete this->startFile_;
[1670]217    }
[1887]218
219    void GSLevel::keybind(const std::string &command)
220    {
221        this->keybindInternal(command, false);
222    }
223
224    void GSLevel::tkeybind(const std::string &command)
225    {
226        this->keybindInternal(command, true);
227    }
228
229    /**
230    @brief
231        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
232    @param command
233        Command string that can be executed by the CommandExecutor
234        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
235        the key/button/axis that has been activated. This is configured above in enter().
236    */
237    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
238    {
[2087]239        if (Core::showsGraphics())
[1887]240        {
[2087]241            static std::string bindingString = "";
242            static bool bTemporarySaved = false;
243            static bool bound = true;
244            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
245            // Howerver there will be no real issue if it happens anyway.
246            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]247            {
[2087]248                if (bound)
249                {
250                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
251                    InputManager::getInstance().requestEnterState("detector");
252                    bindingString = command;
253                    bTemporarySaved = bTemporary;
254                    bound = false;
255                }
256                //else:  We're still in a keybind command. ignore this call.
[1887]257            }
[2087]258            else
[1887]259            {
[2087]260                if (!bound)
261                {
262                    // user has pressed the key
263                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
264                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
265                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
266                    InputManager::getInstance().requestLeaveState("detector");
267                    bound = true;
268                }
269                // else: A key was pressed within the same tick, ignore it.
[1887]270            }
271        }
272    }
[1661]273}
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