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source: code/trunk/src/orxonox/gamestates/GSLevel.cc @ 3132

Last change on this file since 3132 was 3110, checked in by rgrieder, 15 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 10.8 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
[2896]26 *      Benjamin Knecht
[1661]27 *
28 */
29
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"
[2896]41#include "core/Core.h"
[1887]42#include "core/CoreIncludes.h"
[2896]43#include "core/Game.h"
44#include "core/GameMode.h"
[1694]45#include "objects/Tickable.h"
[1819]46#include "objects/Radar.h"
[2087]47#include "CameraManager.h"
[2896]48#include "GraphicsManager.h"
[2087]49#include "LevelManager.h"
[2662]50#include "PlayerManager.h"
[2896]51#include "gui/GUIManager.h"
[2911]52#include "objects/quest/QuestManager.h"
53#include "overlays/notifications/NotificationManager.h"
[1661]54
55namespace orxonox
56{
[2896]57    AddGameState(GSLevel, "level");
58
[3036]59    SetCommandLineArgument(level, "").shortcut("l");
[2896]60    SetConsoleCommand(GSLevel, showIngameGUI, true);
[1934]61
[3008]62    XMLFile* GSLevel::startFile_s = NULL;
63
[2896]64    GSLevel::GSLevel(const std::string& name)
65        : GameState(name)
66        , keyBinder_(0)
67        , gameInputState_(0)
68        , guiMouseOnlyInputState_(0)
69        , guiKeysOnlyInputState_(0)
[1662]70        , radar_(0)
[2087]71        , cameraManager_(0)
72        , levelManager_(0)
[1661]73    {
[1887]74        RegisterObject(GSLevel);
[2662]75
76        this->ccKeybind_ = 0;
77        this->ccTkeybind_ = 0;
[1661]78    }
79
80    GSLevel::~GSLevel()
81    {
82    }
83
[1887]84    void GSLevel::setConfigValues()
85    {
86        SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName=");
87    }
88
[2896]89    void GSLevel::activate()
[1661]90    {
[2896]91        setConfigValues();
92
93        if (GameMode::showsGraphics())
[2087]94        {
[2896]95            gameInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game");
[2087]96            keyBinder_ = new KeyBinder();
[2710]97            keyBinder_->loadBindings("keybindings.ini");
[2896]98            gameInputState_->setHandler(keyBinder_);
[1661]99
[2896]100            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiMouseOnly");
101            guiMouseOnlyInputState_->setMouseHandler(GUIManager::getInstancePtr());
102
103            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState<SimpleInputState>("guiKeysOnly");
104            guiKeysOnlyInputState_->setKeyHandler(GUIManager::getInstancePtr());
105
[2087]106            // create the global CameraManager
[2896]107            this->cameraManager_ = new CameraManager(GraphicsManager::getInstance().getViewport());
[1688]108
[2087]109            // Start the Radar
110            this->radar_ = new Radar();
111        }
[1662]112
[2662]113        this->playerManager_ = new PlayerManager();
114
[2911]115        this->questManager_ = new QuestManager();
116
117        this->notificationManager_ = new NotificationManager();
118
[2896]119        if (GameMode::isMaster())
[2087]120        {
121            // create the global LevelManager
122            this->levelManager_ = new LevelManager();
[1662]123
[2087]124            this->loadLevel();
125        }
[1755]126
[2896]127        if (GameMode::showsGraphics())
[2087]128        {
129            // keybind console command
130            FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind);
131            functor1->setObject(this);
[2662]132            ccKeybind_ = createConsoleCommand(functor1, "keybind");
133            CommandExecutor::addConsoleCommandShortcut(ccKeybind_);
[2087]134            FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind);
135            functor2->setObject(this);
[2662]136            ccTkeybind_ = createConsoleCommand(functor2, "tkeybind");
137            CommandExecutor::addConsoleCommandShortcut(ccTkeybind_);
[2087]138            // set our console command as callback for the key detector
139            InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_);
140
141            // level is loaded: we can start capturing the input
142            InputManager::getInstance().requestEnterState("game");
143        }
[2662]144    }
[2087]145
[2896]146    void GSLevel::showIngameGUI(bool show)
[2662]147    {
[2896]148        if (show)
149        {
150            GUIManager::getInstancePtr()->showGUI("inGameTest");
151            GUIManager::getInstancePtr()->executeCode("showCursor()");
152            InputManager::getInstance().requestEnterState("guiMouseOnly");
153        }
154        else
155        {
156            GUIManager::getInstancePtr()->executeCode("hideGUI(\"inGameTest\")");
157            GUIManager::getInstancePtr()->executeCode("hideCursor()");
158            InputManager::getInstance().requestLeaveState("guiMouseOnly");
159        }
160    }
161
162    void GSLevel::deactivate()
163    {
[2928]164/*
[2662]165        // destroy console commands
166        if (this->ccKeybind_)
[2087]167        {
[2662]168            delete this->ccKeybind_;
169            this->ccKeybind_ = 0;
[2087]170        }
[2662]171        if (this->ccTkeybind_)
172        {
173            delete this->ccTkeybind_;
174            this->ccTkeybind_ = 0;
175        }
[2928]176*/
[1661]177
[2896]178
[1662]179        // this call will delete every BaseObject!
180        // But currently this will call methods of objects that exist no more
181        // The only 'memory leak' is the ParticleSpawer. They would be deleted here
182        // and call a sceneNode method that has already been destroy by the corresponding space ship.
183        //Loader::close();
184
[2896]185        if (GameMode::showsGraphics())
[2087]186            InputManager::getInstance().requestLeaveState("game");
[1662]187
[2896]188        if (GameMode::isMaster())
[2087]189            this->unloadLevel();
[1662]190
[2087]191        if (this->radar_)
[2662]192        {
[2087]193            delete this->radar_;
[2662]194            this->radar_ = 0;
195        }
[2087]196
197        if (this->cameraManager_)
[2662]198        {
[2087]199            delete this->cameraManager_;
[2662]200            this->cameraManager_ = 0;
201        }
[2087]202
203        if (this->levelManager_)
[2662]204        {
[2087]205            delete this->levelManager_;
[2662]206            this->levelManager_ = 0;
207        }
[2087]208
[2662]209        if (this->playerManager_)
210        {
211            delete this->playerManager_;
212            this->playerManager_ = 0;
213        }
214
[2911]215        if (this->questManager_)
216        {
217            delete this->questManager_;
218            this->questManager_ = NULL;
219        }
220
221        if (this->notificationManager_)
222        {
223            delete this->notificationManager_;
224            this->notificationManager_ = NULL;
225        }
226
[2896]227        if (GameMode::showsGraphics())
[2087]228        {
[2896]229            gameInputState_->setHandler(0);
230            guiMouseOnlyInputState_->setHandler(0);
231            guiKeysOnlyInputState_->setHandler(0);
[2087]232            InputManager::getInstance().requestDestroyState("game");
233            if (this->keyBinder_)
[2662]234            {
[2087]235                delete this->keyBinder_;
[2662]236                this->keyBinder_ = 0;
237            }
[2087]238        }
[1661]239    }
240
[2896]241    void GSLevel::update(const Clock& time)
[1661]242    {
[2896]243        // Note: Temporarily moved to GSGraphics.
[2087]244        //// Call the scene objects
245        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
246        //    it->tick(time.getDeltaTime() * this->timeFactor_);
[1661]247    }
248
[1670]249    void GSLevel::loadLevel()
250    {
251        // call the loader
252        COUT(0) << "Loading level..." << std::endl;
[1934]253        std::string levelName;
[3036]254        CommandLine::getValue("level", &levelName);
255        if (levelName == "")
256            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + Game::getInstance().getLevel());
257        else
[3008]258            startFile_s = new XMLFile(Core::getMediaPathString() + "levels" + '/' + levelName);
259        Loader::open(startFile_s);
[1670]260    }
261
262    void GSLevel::unloadLevel()
263    {
[2087]264        //////////////////////////////////////////////////////////////////////////////////////////
265        // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO //
266        //////////////////////////////////////////////////////////////////////////////////////////
267        // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY /
268        //////////////////////////////////////////////////////////////////////////////////////////
269
[3008]270        delete startFile_s;
[1670]271    }
[1887]272
273    void GSLevel::keybind(const std::string &command)
274    {
275        this->keybindInternal(command, false);
276    }
277
278    void GSLevel::tkeybind(const std::string &command)
279    {
280        this->keybindInternal(command, true);
281    }
282
283    /**
284    @brief
285        Assigns a command string to a key/button/axis. The name is determined via KeyDetector.
286    @param command
287        Command string that can be executed by the CommandExecutor
288        OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify
[2896]289        the key/button/axis that has been activated. This is configured above in activate().
[1887]290    */
291    void GSLevel::keybindInternal(const std::string& command, bool bTemporary)
292    {
[2896]293        if (GameMode::showsGraphics())
[1887]294        {
[2087]295            static std::string bindingString = "";
296            static bool bTemporarySaved = false;
297            static bool bound = true;
298            // note: We use a long name to make 'sure' that the user doesn't use it accidentally.
299            // Howerver there will be no real issue if it happens anyway.
300            if (command.find(keyDetectorCallbackCode_) != 0)
[1887]301            {
[2087]302                if (bound)
303                {
304                    COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl;
305                    InputManager::getInstance().requestEnterState("detector");
306                    bindingString = command;
307                    bTemporarySaved = bTemporary;
308                    bound = false;
309                }
310                //else:  We're still in a keybind command. ignore this call.
[1887]311            }
[2087]312            else
[1887]313            {
[2087]314                if (!bound)
315                {
316                    // user has pressed the key
317                    std::string name = command.substr(this->keyDetectorCallbackCode_.size());
318                    COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl;
319                    this->keyBinder_->setBinding(bindingString, name, bTemporarySaved);
320                    InputManager::getInstance().requestLeaveState("detector");
321                    bound = true;
322                }
323                // else: A key was pressed within the same tick, ignore it.
[1887]324            }
325        }
326    }
[1661]327}
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