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source: orxonox.OLD/branches/gui/src/story_entities/game_menu.cc @ 8698

Last change on this file since 8698 was 8696, checked in by bensch, 19 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18
19#include "game_menu.h"
20
21#include "event_handler.h"
22
23#include "state.h"
24#include "class_list.h"
25
26#include "util/loading/load_param.h"
27#include "util/loading/factory.h"
28#include "util/loading/resource_manager.h"
29
30#include "graphics_engine.h"
31#include "camera.h"
32#include "sound_engine.h"
33
34#include "sound_source.h"
35
36#include "glgui.h"
37#include "menu/glgui_imagebutton.h"
38
39//! This creates a Factory to fabricate a GameMenu
40CREATE_FACTORY(GameMenu, CL_GAME_MENU);
41
42
43
44GameMenu::GameMenu(const TiXmlElement* root)
45    : GameWorld()
46{
47  this->setClassID(CL_GAME_MENU, "GameMenu");
48  this->setName("GameMenu uninitialized");
49
50  this->dataTank = new GameMenuData();
51
52  this->cameraVector = Vector(50.0, 0.0, 0.0);
53
54  if (root != NULL)
55    this->loadParams(root);
56
57  State::setMenuID(this->getNextStoryID());
58}
59
60/**
61*  @brief remove the GameMenu from memory
62*
63*  delete everything explicitly, that isn't contained in the parenting tree!
64*  things contained in the tree are deleted automaticaly
65*/
66GameMenu::~GameMenu ()
67{
68  PRINTF(3)("GameMenu::~GameMenu() - deleting current world\n");
69
70  if( this->dataTank)
71    delete this->dataTank;
72  delete OrxGui::GLGuiHandler::getInstance( );
73}
74
75
76/**
77* @brief loads the parameters of a GameMenu from an XML-element
78* @param root the XML-element to load from
79*/
80void GameMenu::loadParams(const TiXmlElement* root)
81{
82  /* skip the GameWorld, since it does not define any useful loadParams for this class */
83  //static_cast<GameWorld*>(this)->loadParams(root);
84  GameWorld::loadParams(root);
85
86  PRINTF(4)("Loaded GameMenu specific stuff\n");
87}
88
89
90/**
91* @brief this is executed just before load
92*
93* since the load function sometimes needs data, that has been initialized
94* before the load and after the proceeding storyentity has finished
95*/
96ErrorMessage GameMenu::init()
97{
98  /* call underlying init funciton */
99  GameWorld::init();
100
101  this->subscribeEvent(ES_MENU, SDLK_UP);
102  this->subscribeEvent(ES_MENU, SDLK_DOWN);
103  this->subscribeEvent(ES_MENU, SDLK_RETURN);
104  this->subscribeEvent(ES_MENU, SDLK_SPACE);
105  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
106
107  this->dataTank->localCamera->setRelCoor(this->cameraVector);
108
109  GraphicsEngine::getInstance()->displayFPS(false);
110
111  return ErrorMessage();
112}
113
114
115/**
116* @brief load the data
117*/
118ErrorMessage GameMenu::loadData()
119{
120  this->mainMenuBox = NULL;
121
122  this->levelsBox = NULL;
123  this->networkBox = NULL;
124
125  this->optionsBox = NULL;
126  this->generalBox = NULL;
127  this->audioBox = NULL;
128  this->videoBox = NULL;
129  this->controlBox = NULL;
130  this->levelsBox = NULL;
131
132  this->currentlyOpened = NULL;
133
134  return GameWorld::loadData();
135}
136
137
138void GameMenu::showMainMenu()
139{
140  if (mainMenuBox == NULL)
141  {
142    this->mainMenuBox = new OrxGui::GLGuiBox();
143    {
144      OrxGui::GLGuiButton* startButton = new OrxGui::GLGuiPushButton("Play");
145      startButton->connect(SIGNAL(startButton, released), this, SLOT(GameMenu, showCampaigns));
146      this->mainMenuBox->pack(startButton);
147
148      OrxGui::GLGuiButton* networkButton = new OrxGui::GLGuiPushButton("MultiPlayer");
149      networkButton->connect(SIGNAL(networkButton, released), this, SLOT(GameMenu, showMultiPlayer));
150      this->mainMenuBox->pack(networkButton);
151
152      OrxGui::GLGuiButton* optionsButton = new OrxGui::GLGuiPushButton("Options");
153      optionsButton->connect(SIGNAL(optionsButton, released), this, SLOT(GameMenu, showOptionsMenu));
154      this->mainMenuBox->pack(optionsButton);
155
156
157      OrxGui::GLGuiButton* quitButton = new OrxGui::GLGuiPushButton("Quit");
158      this->mainMenuBox->pack(quitButton);
159      quitButton->connect(SIGNAL(quitButton, released), this, SLOT(GameMenu, quitMenu));
160    }
161  }
162  this->mainMenuBox->showAll();
163
164  this->mainMenuBox->setRelCoor2D(200, 100);
165}
166
167
168void GameMenu::showCampaigns()
169{
170  if (this->levelsBox == NULL)
171  {
172    this->levelsBox = new OrxGui::GLGuiBox(OrxGui::Horizontal);
173    {
174      OrxGui::GLGuiBox* labelBox = new OrxGui::GLGuiBox();
175
176      OrxGui::GLGuiImage* image = new OrxGui::GLGuiImage();
177      image->show();
178      image->setWidgetSize( 250, 200);
179      image->setAbsCoor2D(400, 150);
180
181      const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
182      std::list<BaseObject*>::const_iterator it;
183      for( it = storyEntities->begin(); it != storyEntities->end(); it++)
184      {
185        StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
186        if( se->isContainedInMenu())
187        {
188
189          printf("%s\n", se->getMenuScreenshoot().c_str());
190          OrxGui::GLGuiImageButton* button = new OrxGui::GLGuiImageButton(se->getName(), se->getStoryID(), se->getMenuScreenshoot(), image);
191          button->connect(SIGNAL(button, startLevel), this, SLOT(GameMenu, startLevel));
192          labelBox->pack(button);
193
194          // generating screenshoot item
195          /*
196          ImageEntity* ie = new ImageEntity();
197          ie->setVisibility(false);
198          ie->setBindNode((const PNode*)NULL);
199          ie->setTexture(se->getMenuScreenshoot());
200          ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
201          ie->setSize2D(140.0f, 105.0f);
202          this->menuLayers[1].screenshootList.push_back(ie);
203          */
204        }
205      }
206
207      this->levelsBox->pack(labelBox);
208      this->levelsBox->pack(image);
209    }
210
211  }
212
213  this->showSecondLevelElement(this->levelsBox);
214
215}
216
217void GameMenu::showMultiPlayer()
218{}
219
220void GameMenu::showOptionsMenu()
221{
222  if (this->optionsBox == NULL)
223  {
224    this->optionsBox = new OrxGui::GLGuiBox();
225    {
226      OrxGui::GLGuiButton* generalButton = new OrxGui::GLGuiPushButton("General");
227      optionsBox->pack(generalButton);
228
229      OrxGui::GLGuiButton* audioButton = new OrxGui::GLGuiPushButton("Audio");
230      optionsBox->pack(audioButton);
231
232      OrxGui::GLGuiButton* videoButton = new OrxGui::GLGuiPushButton("Video");
233      optionsBox->pack(videoButton);
234
235      OrxGui::GLGuiButton* controlButton = new OrxGui::GLGuiPushButton("Control");
236      optionsBox->pack(controlButton);
237
238
239      //      for (unsigned int i = 0; i <
240      //OrxGui::GLGuiButton*
241
242    }
243  }
244
245  this->showSecondLevelElement(this->optionsBox);
246}
247
248
249void GameMenu::showSecondLevelElement(OrxGui::GLGuiBox* element)
250{
251  if (this->currentlyOpened != NULL && this->currentlyOpened != element)
252    this->currentlyOpened->hideAll();
253
254  element->showAll();
255  element->setRelCoor2D(200, 100);
256
257  this->currentlyOpened = element;
258
259  this->mainMenuBox->setRelCoorSoft2D(50, 100, 5);
260}
261
262
263
264
265
266void GameMenu::startLevel(int levelID)
267{
268  this->setNextStoryID( levelID);
269  this->stop();
270}
271
272/**
273* @brief set the Sound to play when switching menu entry.
274* @param selectorSound the sound to load.
275*/
276void GameMenu::setSelectorSound(const std::string& selectorSound)
277{
278  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
279}
280
281ErrorMessage GameMenu::unloadData()
282{
283  this->unsubscribeEvents(ES_MENU);
284
285  return GameWorld::unloadData();
286}
287
288
289/**
290* @brief start the menu
291*/
292bool GameMenu::start()
293{
294  EventHandler::getInstance()->pushState(ES_MENU);
295
296  this->showMainMenu();
297  OrxGui::GLGuiHandler::getInstance()->activateCursor();
298  OrxGui::GLGuiHandler::getInstance()->activate();
299  OrxGui::GLGuiHandler::getInstance()->cursor()->loadTextureSequence(ResourceManager::getInstance()->getDataDir() + "/" + "maps/reap_mouse/reap_mouse_##.png", 1, 49);
300
301  /* now call the underlying*/
302  return GameWorld::start();
303}
304
305
306
307/**
308* stop the menu
309*/
310bool GameMenu::stop()
311{
312  EventHandler::getInstance()->popState();
313
314  /* now call the underlying*/
315  return GameWorld::stop();
316}
317
318
319/**
320*  override the standard tick for more functionality
321*/
322void GameMenu::tick()
323{
324  GameWorld::tick();
325
326  // Make the GLGui tick.
327  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
328
329  this->animateScene(this->dtS);
330}
331
332
333/**
334* @brief no collision detection in the menu
335*/
336void GameMenu::collide()
337{
338  //   this->dataTank->localCamera->
339}
340
341
342/**
343* @brief animate the scene
344*/
345void GameMenu::animateScene(float dt)
346{
347  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
348  this->cameraVector = q.apply(this->cameraVector);
349  this->dataTank->localCamera->setRelCoor(this->cameraVector);
350  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
351}
352
353void GameMenu::quitMenu()
354{
355  this->setNextStoryID(WORLD_ID_GAMEEND);
356  this->stop();
357}
358
359
360/**
361* @brief event dispatcher funciton
362* @param event the incoming event
363*/
364void GameMenu::process(const Event &event)
365{
366  if( event.type == SDLK_ESCAPE && event.bPressed == true)
367  {
368    this->setNextStoryID(WORLD_ID_GAMEEND);
369    this->stop();
370  }
371
372}
373
374
375
376/**********************************************************************************************
377GameMenuData
378**********************************************************************************************/
379
380
381/**
382* GameMenuData constructor
383*/
384GameMenuData::GameMenuData()
385{}
386
387/**
388* GameMenuData decontructor
389*/
390GameMenuData::~GameMenuData()
391{}
392
393
394/**
395*  initialize the GameWorldDataData
396*/
397ErrorMessage GameMenuData::init()
398{
399  /* call underlying function */
400  return GameWorldData::init();
401}
402
403
404/**
405*  loads the GUI data
406* @param root reference to the xml root element
407*/
408ErrorMessage GameMenuData::loadGUI(const TiXmlElement* root)
409{
410  /* call underlying function */
411  return GameWorldData::loadGUI(root);
412}
413
414
415/**
416*  unloads the GUI data
417*/
418ErrorMessage GameMenuData::unloadGUI()
419{
420  /* call underlying function */
421  return GameWorldData::unloadGUI();
422}
423
424
425/**
426*  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
427* @param root reference to the xml root parameter
428*/
429ErrorMessage GameMenuData::loadWorldEntities(const TiXmlElement* root)
430{
431  return GameWorldData::loadWorldEntities(root);
432}
433
434
435/**
436*  unloads the world entities from the xml file
437*/
438ErrorMessage GameMenuData::unloadWorldEntities()
439{
440  /* call underlying function */
441  return GameWorldData::unloadWorldEntities();
442}
443
444
445/**
446*  loads the scene data
447* @param root reference to the xml root element
448*/
449ErrorMessage GameMenuData::loadScene(const TiXmlElement* root)
450{
451  /* call underlying function */
452  return GameWorldData::loadScene(root);
453}
454
455
456/**
457*  unloads the scene data
458*/
459ErrorMessage GameMenuData::unloadScene()
460{
461  /* call underlying function */
462  return GameWorldData::unloadScene();
463}
464
465
466
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