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source: orxonox.OLD/branches/gui/src/story_entities/simple_game_menu.cc @ 7914

Last change on this file since 7914 was 7913, checked in by bensch, 19 years ago

gui: fixed a pop-attrib-missing-bug

File size: 16.9 KB
Line 
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 "simple_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 "fast_factory.h"
28#include "util/loading/factory.h"
29
30#include "world_entity.h"
31#include "elements/image_entity.h"
32#include "terrain.h"
33#include "camera.h"
34
35#include "graphics_engine.h"
36#include "object_manager.h"
37#include "sound_engine.h"
38#include "sound_source.h"
39
40#include "cd_engine.h"
41
42#include "glgui.h"
43
44//! This creates a Factory to fabricate a SimpleGameMenu
45CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
46
47
48
49SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
50  : GameWorld()
51{
52  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
53  this->setName("SimpleGameMenu uninitialized");
54
55  this->dataTank = new SimpleGameMenuData();
56
57  this->cameraVector = Vector(50.0, 0.0, 0.0);
58  this->menuLayers.push_back(MenuLayer());
59  this->menuLayers.push_back(MenuLayer());
60
61  this->layerIndex = 0;
62  this->menuSelectedIndex = 0;
63  this->selectorSource = NULL;
64
65
66  /// GUI
67  ///(this is as modular as it is possible).
68  /*
69  OrxGui::GLGuiPushButton* pb = new OrxGui::GLGuiPushButton("PUSH ME");
70  pb->show();
71  pb->setAbsCoor2D(50, 50);
72
73  OrxGui::GLGuiButton* dnpb = new OrxGui::GLGuiCheckButton("DO NOT PUSH ME");
74  dnpb->show();
75  dnpb->setAbsCoor2D(350, 50);
76
77  OrxGui::GLGuiPushButton* rdnpb = new OrxGui::GLGuiPushButton("REALLY DO NOT PUSH ME!!");
78  rdnpb->show();
79  rdnpb->setAbsCoor2D(200, 180);
80  rdnpb->connectSignal(OrxGui::Signal_release, this, createExecutor<SimpleGameMenu>(&SimpleGameMenu::quitMenu));
81
82  OrxGui::GLGuiInputLine* input = new OrxGui::GLGuiInputLine();
83  input->setText("input some text here");
84  input->show();
85  input->setAbsCoor2D(200, 230);
86
87  OrxGui::GLGuiHandler::getInstance()->activateCursor();
88  OrxGui::GLGuiHandler::getInstance()->activate();
89  */
90  /////
91
92  if (root != NULL)
93    this->loadParams(root);
94
95  State::setMenuID(this->getNextStoryID());
96}
97
98
99/**
100 *  @brief remove the SimpleGameMenu from memory
101 *
102 *  delete everything explicitly, that isn't contained in the parenting tree!
103 *  things contained in the tree are deleted automaticaly
104 */
105SimpleGameMenu::~SimpleGameMenu ()
106{
107  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
108
109  if( this->dataTank)
110    delete this->dataTank;
111  //delete OrxGui::GLGuiHandler::getInstance( );
112}
113
114
115/**
116 * @brief loads the parameters of a SimpleGameMenu from an XML-element
117 * @param root the XML-element to load from
118 */
119void SimpleGameMenu::loadParams(const TiXmlElement* root)
120{
121  /* skip the GameWorld, since it does not define any useful loadParams for this class */
122  //static_cast<GameWorld*>(this)->loadParams(root);
123  GameWorld::loadParams(root);
124
125  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
126}
127
128
129/**
130 * @brief this is executed just before load
131 *
132 * since the load function sometimes needs data, that has been initialized
133 * before the load and after the proceeding storyentity has finished
134 */
135ErrorMessage SimpleGameMenu::init()
136{
137  /* call underlying init funciton */
138  GameWorld::init();
139
140  this->subscribeEvent(ES_MENU, SDLK_UP);
141  this->subscribeEvent(ES_MENU, SDLK_DOWN);
142  this->subscribeEvent(ES_MENU, SDLK_RETURN);
143  this->subscribeEvent(ES_MENU, SDLK_SPACE);
144  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
145
146  this->dataTank->localCamera->setRelCoor(this->cameraVector);
147
148  GraphicsEngine::getInstance()->displayFPS(false);
149
150  this->layerIndex = 0;
151  this->menuSelectedIndex = 0;
152}
153
154
155/**
156 * @brief load the data
157 */
158ErrorMessage SimpleGameMenu::loadData()
159{
160  GameWorld::loadData();
161
162  if (this->dataXML != NULL)
163  {
164    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
165
166    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
167
168
169    if( element == NULL)
170    {
171      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
172    }
173    else
174    {
175      element = element->FirstChildElement();
176    // load Players/Objects/Whatever
177      PRINTF(4)("Loading Elements\n");
178      while( element != NULL)
179      {
180        BaseObject* created = Factory::fabricate(element);
181        if( created != NULL )
182        {
183          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
184          if (!created->isA(CL_ELEMENT_2D))
185            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
186        }
187        element = element->NextSiblingElement();
188      }
189      PRINTF(4)("Done loading Elements\n");
190    }
191  }
192
193  /* get the menu list */
194  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
195  std::list<BaseObject*>::const_iterator entity;
196  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
197  {
198
199    if( !strcmp("Selector_Menu", (*entity)->getName()))
200    {
201      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
202      this->menuSelector->setBindNode((const PNode*)NULL);
203    }
204  }
205
206  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
207  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
208  {
209    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
210    {
211      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
212      this->menuStartGame->setBindNode((const PNode*)NULL);
213      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
214                                        State::getResY() / 2.0f - 60.0f);
215      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
216
217    }
218    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
219    {
220      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
221      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
222      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
223                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
224      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
225    }
226    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
227    {
228      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
229      this->menuQuitGame->setBindNode((const PNode*)NULL);
230      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
231                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
232      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
233    }
234  }
235  this->menuSelected->getNullElement()->update2D(0.1f);
236  this->menuSelectedIndex = 0;
237  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
238  this->sliderTo(this->menuSelected, 0.0f);
239
240
241  // loading the storyentities submenu (singleplayer)
242  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
243  std::list<BaseObject*>::const_iterator it;
244  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
245  {
246    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
247    if( se->isContainedInMenu())
248    {
249      this->menuLayers[1].storyList.push_back(se);
250
251      // generating menu item
252      TextElement* te = new TextElement();
253      te->setVisibility(false);
254      te->setText(se->getName());
255      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
256      this->menuLayers[1].menuList.push_back(te);
257
258      // generating screenshoot item
259      ImageEntity* ie = new ImageEntity();
260      ie->setVisibility(false);
261      ie->setBindNode((const PNode*)NULL);
262      ie->setTexture(se->getMenuScreenshoot());
263      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
264      ie->setSize2D(140.0f, 105.0f);
265      this->menuLayers[1].screenshootList.push_back(ie);
266    }
267  }
268}
269
270/**
271 * @brief set the Sound to play when switching menu entry.
272 * @param selectorSound the sound to load.
273 */
274void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
275{
276  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
277}
278
279ErrorMessage SimpleGameMenu::unloadData()
280{
281  this->unsubscribeEvents(ES_MENU);
282
283  std::vector<MenuLayer>::iterator mit;
284  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
285  {
286    while(!(*mit).menuList.empty())
287    {
288      delete (*mit).menuList.back();
289      (*mit).menuList.pop_back();
290    }
291
292    (*mit).menuList.clear();
293    (*mit).storyList.clear();
294    (*mit).screenshootList.clear();
295  }
296
297  // delete the SoundSource.
298  if (this->selectorSource != NULL)
299    delete this->selectorSource;
300  this->selectorSource = NULL;
301
302  GameWorld::unloadData();
303}
304
305
306/**
307 * @brief start the menu
308 */
309bool SimpleGameMenu::start()
310{
311  EventHandler::getInstance()->pushState(ES_MENU);
312
313  /* now call the underlying*/
314  GameWorld::start();
315}
316
317
318
319/**
320 * stop the menu
321 */
322bool SimpleGameMenu::stop()
323{
324  EventHandler::getInstance()->popState();
325
326  /* now call the underlying*/
327  GameWorld::stop();
328}
329
330
331/**
332 *  override the standard tick for more functionality
333 */
334void SimpleGameMenu::tick()
335{
336  GameWorld::tick();
337
338  // Make the GLGui tick.
339  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
340
341  this->animateScene(this->dtS);
342}
343
344
345/**
346 * @brief no collision detection in the menu
347 */
348void SimpleGameMenu::collide()
349{
350//   this->dataTank->localCamera->
351}
352
353
354/**
355 * @brief animate the scene
356 */
357void SimpleGameMenu::animateScene(float dt)
358{
359  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
360  this->cameraVector = q.apply(this->cameraVector);
361  this->dataTank->localCamera->setRelCoor(this->cameraVector);
362  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
363}
364
365void SimpleGameMenu::quitMenu()
366{
367  this->setNextStoryID(WORLD_ID_GAMEEND);
368  this->stop();
369}
370
371
372/**
373 * @brief event dispatcher funciton
374 * @param event the incoming event
375 */
376void SimpleGameMenu::process(const Event &event)
377{
378  /* ----------------- LAYER 1 ---------------*/
379  if( this->layerIndex == 0)
380  {
381    if( event.type == SDLK_RETURN && event.bPressed == true)
382    {
383      if( this->menuSelected == this->menuQuitGame)
384      {
385        this->setNextStoryID(WORLD_ID_GAMEEND);
386        this->stop();
387      }
388      if( this->menuSelected == this->menuStartGame)
389      {
390        // switch to first submenu
391        if( this->menuLayers[1].menuList.size() == 0)
392        {
393          PRINTF(1)("Haven't got any StoryEntities to play!\n");
394          return;
395        }
396
397        this->switchMenuLayer(this->layerIndex, 1);
398      }
399    }
400    if( event.type == SDLK_ESCAPE && event.bPressed == true)
401    {
402      this->setNextStoryID(WORLD_ID_GAMEEND);
403      this->stop();
404    }
405  }  /* ----------------- LAYER 2 ---------------*/
406  else if( this->layerIndex == 1)
407  {
408    if( event.type == SDLK_RETURN && event.bPressed == true)
409    {
410      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
411      this->stop();
412    }
413    if( event.type == SDLK_ESCAPE && event.bPressed == true)
414    {
415      this->switchMenuLayer(this->layerIndex, 0);
416    }
417  }
418
419
420
421  // The menu selction cursor
422  if( event.type == SDLK_DOWN && event.bPressed == true)
423  {
424    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
425    {
426      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
427      this->sliderTo(this->menuSelected, 5.0f);
428      if (this->selectorSource != NULL)
429        this->selectorSource->play();
430
431      if( this->layerIndex == 1)
432      {
433        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
434        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
435      }
436    }
437  }
438  else if( event.type == SDLK_UP && event.bPressed == true)
439  {
440    if(this->menuSelectedIndex > 0)
441    {
442      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
443      this->sliderTo(this->menuSelected, 5.0f);
444      if (this->selectorSource != NULL)
445        this->selectorSource->play();
446
447      if( this->layerIndex == 1)
448      {
449        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
450        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
451      }
452    }
453  }
454}
455
456
457/**
458 * @brief switches to from one meny layer to an other
459 * @param layer1 from layer
460 * @param layer2 to layer
461 */
462void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
463{
464  // wrong sizes
465  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
466    return;
467
468
469  PRINTF(0)("Removing layer %i\n", layer1);
470  std::vector<TextElement*>::iterator te;
471  // fade old menu
472  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
473  {
474    (*te)->setVisibility(false);
475  }
476
477  std::vector<ImageEntity*>::iterator it;
478
479  //also fade the screenshots if in level choosement mode
480  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
481  {
482    (*it)->setVisibility(false);
483  }
484
485
486  PRINTF(0)("Showing layer %i\n", layer1);
487  // beam here the new menu
488  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
489  {
490    (*te)->setVisibility(true);
491  }
492
493
494  this->layerIndex = layer2;
495  this->menuSelected = this->menuLayers[layer2].menuList[0];
496  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
497  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
498  this->menuSelectedIndex = 0;
499
500  if( layer2 == 1)
501    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
502}
503
504void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
505{
506  if (bias > 0.0)
507  {
508    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
509    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
510  }
511  else
512  {
513    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
514    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
515  }
516}
517
518
519
520/**********************************************************************************************
521    SimpleGameMenuData
522 **********************************************************************************************/
523
524
525/**
526 * SimpleGameMenuData constructor
527 */
528SimpleGameMenuData::SimpleGameMenuData()
529{}
530
531/**
532 * SimpleGameMenuData decontructor
533 */
534SimpleGameMenuData::~SimpleGameMenuData()
535{}
536
537
538/**
539 *  initialize the GameWorldDataData
540 */
541ErrorMessage SimpleGameMenuData::init()
542{
543  /* call underlying function */
544  GameWorldData::init();
545}
546
547
548/**
549 *  loads the GUI data
550 * @param root reference to the xml root element
551 */
552ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
553{
554  /* call underlying function */
555  GameWorldData::loadGUI(root);
556}
557
558
559/**
560 *  unloads the GUI data
561 */
562ErrorMessage SimpleGameMenuData::unloadGUI()
563{
564  /* call underlying function */
565  GameWorldData::unloadGUI();
566}
567
568
569/**
570 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
571 * @param root reference to the xml root parameter
572 */
573ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
574{
575  GameWorldData::loadWorldEntities(root);
576  /*
577  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
578
579  if( element != NULL)
580  {
581    element = element->FirstChildElement();
582    PRINTF(4)("Loading WorldEntities\n");
583    while(element != NULL)
584    {
585      BaseObject* created = Factory::fabricate(element);
586      if( created != NULL )
587        printf("Created a %s: %s\n", created->getClassName(), created->getName());
588
589      if( element->Value() == "SkyBox")
590        this->sky = dynamic_cast<WorldEntity*>(created);
591      if( element->Value() == "Terrain")
592        this->terrain = dynamic_cast<Terrain*>(created);
593      element = element->NextSiblingElement();
594    }
595
596    PRINTF(4)("Done loading WorldEntities\n");
597  }
598
599  // init the pnode tree
600  PNode::getNullParent()->init();
601  */
602}
603
604
605/**
606 *  unloads the world entities from the xml file
607 */
608ErrorMessage SimpleGameMenuData::unloadWorldEntities()
609{
610  /* call underlying function */
611  GameWorldData::unloadWorldEntities();
612}
613
614
615/**
616 *  loads the scene data
617 * @param root reference to the xml root element
618 */
619ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
620{
621  /* call underlying function */
622  GameWorldData::loadScene(root);
623}
624
625
626/**
627 *  unloads the scene data
628 */
629ErrorMessage SimpleGameMenuData::unloadScene()
630{
631  /* call underlying function */
632  GameWorldData::unloadScene();
633}
634
635
636
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