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source: code/trunk/src/orxonox/gamestates/GSMainMenu.cc @ 3108

Last change on this file since 3108 was 3094, checked in by rgrieder, 16 years ago

Adding functionality to the server, client and dedicated buttons (rather hacky though..)

  • Property svn:eol-style set to native
File size: 4.9 KB
Line 
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 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSMainMenu.h"
31
32//#include <OgreViewport.h>
33#include <OgreSceneManager.h>
34#include "core/Clock.h"
35#include "core/ConsoleCommand.h"
36#include "core/Game.h"
37#include "core/input/InputManager.h"
38#include "core/input/SimpleInputState.h"
39#include "gui/GUIManager.h"
40#include "objects/Scene.h"
41#include "GraphicsManager.h"
42#include "sound/SoundMainMenu.h"
43
44namespace orxonox
45{
46    AddGameState(GSMainMenu, "mainMenu");
47
48    GSMainMenu::GSMainMenu(const std::string& name)
49        : GameState(name)
50        , inputState_(0)
51    {
52    }
53
54    GSMainMenu::~GSMainMenu()
55    {
56    }
57
58    void GSMainMenu::activate()
59    {
60        inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("mainMenu");
61        inputState_->setHandler(GUIManager::getInstancePtr());
62        inputState_->setJoyStickHandler(&InputManager::EMPTY_HANDLER);
63
64        // create an empty Scene
65        this->scene_ = new Scene(0);
66        // and a Camera
67        this->camera_ = this->scene_->getSceneManager()->createCamera("mainMenu/Camera");
68
69        // show main menu
70        GUIManager::getInstance().showGUI("mainmenu_2");
71        GUIManager::getInstance().setCamera(this->camera_);
72        GraphicsManager::getInstance().setCamera(this->camera_);
73
74        {
75            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startStandalone);
76            functor->setObject(this);
77            this->ccStartStandalone_ = createConsoleCommand(functor, "startGame");
78            CommandExecutor::addConsoleCommandShortcut(this->ccStartStandalone_);
79        }
80        {
81            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startServer);
82            functor->setObject(this);
83            this->ccStartServer_ = createConsoleCommand(functor, "startServer");
84            CommandExecutor::addConsoleCommandShortcut(this->ccStartServer_);
85        }
86        {
87            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startClient);
88            functor->setObject(this);
89            this->ccStartClient_ = createConsoleCommand(functor, "startClient");
90            CommandExecutor::addConsoleCommandShortcut(this->ccStartClient_);
91        }
92        {
93            FunctorMember<GSMainMenu>* functor = createFunctor(&GSMainMenu::startDedicated);
94            functor->setObject(this);
95            this->ccStartDedicated_ = createConsoleCommand(functor, "startDedicated");
96            CommandExecutor::addConsoleCommandShortcut(this->ccStartDedicated_);
97        }
98
99        InputManager::getInstance().requestEnterState("mainMenu");
100
101        this->ambient_ = new SoundMainMenu();
102        this->ambient_->play(true);
103    }
104
105    void GSMainMenu::deactivate()
106    {
107        delete this->ambient_;
108
109        InputManager::getInstance().requestLeaveState("mainMenu");
110        InputManager::getInstance().requestDestroyState("mainMenu");
111
112        GUIManager::getInstance().setCamera(0);
113        GraphicsManager::getInstance().setCamera(0);
114        this->scene_->getSceneManager()->destroyCamera(this->camera_);
115        delete this->scene_;
116
117/*
118        if (this->ccStartGame_)
119        {
120            delete this->ccStartGame_;
121            this->ccStartGame_ = 0;
122        }
123*/
124    }
125
126    void GSMainMenu::update(const Clock& time)
127    {
128    }
129
130    void GSMainMenu::startStandalone()
131    {
132        // HACK - HACK
133        Game::getInstance().popState();
134        Game::getInstance().requestStates("standalone, level");
135    }
136
137    void GSMainMenu::startServer()
138    {
139        // HACK - HACK
140        Game::getInstance().popState();
141        Game::getInstance().requestStates("server, level");
142    }
143
144    void GSMainMenu::startClient()
145    {
146        // HACK - HACK
147        Game::getInstance().popState();
148        Game::getInstance().requestStates("client, level");
149    }
150
151    void GSMainMenu::startDedicated()
152    {
153        // HACK - HACK
154        Game::getInstance().popState();
155        Game::getInstance().popState();
156        Game::getInstance().requestStates("dedicated, level");
157    }
158}
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