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source: orxonox.OLD/branches/playability/src/util/state.h @ 10230

Last change on this file since 10230 was 10017, checked in by muellmic, 18 years ago

implementing new scroller controls but still probs with camera

File size: 5.6 KB
Line 
1/*!
2 * @file state.h
3 * Definition of the States Class
4*/
5
6#ifndef _STATE_H
7#define _STATE_H
8
9
10// FORWARD DECLARATION
11class PNode;
12class Camera;
13class CameraTarget;
14class WorldEntity;
15class Player;
16class SkyBox;
17class StoryEntity;
18class ObjectManager;
19class GameRules;
20
21class ScriptManager;
22
23
24//! handles states about orxonox's most importatn objects
25/**
26 * This is an abstract Class-container, not really a Class.
27 * in this Class only static references to the most important
28 * Objects/List/etc. are stored.
29 */
30class State {
31
32 public:
33   //////////////
34   /// CAMERA ///
35   //////////////
36  /** @param camera the PNode to the Camera, @param cameraTarget the PNode to the Camera's target */
37  static void setCamera(Camera* camera, CameraTarget* cameraTarget);
38  static inline Camera* getCamera() { return State::camera; };
39  static inline CameraTarget* getCameraTarget() { return State::cameraTarget; };
40  /** @returns a Pointer to the PNode of the Camera */
41  static inline PNode* getCameraNode() { return State::cameraNode; };
42  /** @returns a Pointer to the CameraTarget */
43  static inline PNode* getCameraTargetNode() { return State::cameraTargetNode; };
44
45  ////////////////
46  /// SKYBOX   ///
47  ////////////////
48  /** @returns the current SkyBox */
49  static inline SkyBox* getSkyBox() { return State::skyBox; };
50  /** @param skyBox the SkyBox */
51  static inline void setSkyBox(SkyBox* skyBox) { State::skyBox = skyBox; };
52
53  //////////////////////
54  /// OBJECT-MANAGER ///
55  //////////////////////
56  /** @param objectManager the new Current ObjectManager */
57  static inline void setObjectManager(ObjectManager* objectManager) { State::objectManager = objectManager; };
58  /** @returns the current ObjectManager. */
59  static inline ObjectManager* getObjectManager() { return State::objectManager; };
60
61  static inline void setResolution(unsigned int resX, unsigned int resY) { State::resX = resX; State::resY = resY; };
62  static inline unsigned int getResX() { return State::resX; };
63  static inline unsigned int getResY() { return State::resY; };
64
65  //////////////////////
66  /// STORY-ENTITY   ///
67  //////////////////////
68  /** @param storyEntity sets the current StoryEntity that is been played */
69  static inline void setCurrentStoryEntity(StoryEntity* storyEntity) { State::storyEntity = storyEntity; };
70  /** @returns the current StoryEntity played */
71  static inline StoryEntity* getCurrentStoryEntity() { return State::storyEntity; };
72
73  /** @param gameRules sets the current GameRules */
74  static inline void setGameRules(GameRules* gameRules) { State::gameRules = gameRules; }
75  /** @returns the GameRules reference*/
76  static inline GameRules* getGameRules() { return State::gameRules; }
77
78  //////////////
79  /// PLAYER ///
80  //////////////
81  /** @param player sets the current local player */
82  static inline void setPlayer(Player* player) { State::player = player; };
83  /** @returns the local player*/
84  static inline Player* getPlayer() { return State::player; };
85
86
87  ///////////////
88  /// NETWORK ///
89  ///////////////
90  /** sets the online stat (multiplayer network) @param bOnline is true if node is online */
91  static inline void setOnline(bool bOnline) { State::bOnline = bOnline; }
92  /** @returns true if this node is online (multiplayer network game) */
93  static bool isOnline() { return State::bOnline; }
94
95
96
97  ////////////////////
98  /// SCRIPT_ENGINE ///
99  ////////////////////
100  static void setScriptManager(ScriptManager* scriptManager) { State::scriptManager = scriptManager; };
101  static ScriptManager* getScriptManager() { return State::scriptManager; };
102
103  ////////////
104  /// Menu ///
105  ////////////
106  /** sets the menu mode @param mode true if always exit to menu */
107  static inline void setMenuID(int menuID) { State::menuID = menuID; }
108  /** @returns the menu mode */
109  static inline int getMenuID() { return State::menuID;}
110
111  ////////////////////////
112  /// Scroller-Control ///
113  ////////////////////////
114  /** sets the scroller-travelnode (center of the screen) */
115  static void setTravelNode(PNode* travelNode) {State::travelNode = travelNode;}
116  /** @returns the scroller-travelnode (center of the screen) */
117  static PNode* getTravelNode() { return State::travelNode; }
118
119
120 private:
121  State();
122
123  static Camera*                camera;             //!< The current Camera.
124  static CameraTarget*          cameraTarget;       //!< The Camera Target.
125  static PNode*                 cameraNode;         //!< A reference to the camera
126  static PNode*                 cameraTargetNode;   //!< A reference to the cameraTarget
127  static PNode*                 nullParent;         //!< A reference to the Null-PNode.
128  static ObjectManager*         objectManager;      //!< A reference to the current ObjectManager
129  static StoryEntity*           storyEntity;        //!< A reference to the current StoryEntity played
130  static GameRules*             gameRules;          //!< A reference to the GameRules
131  static Player*                player;             //!< A reference to the Player
132  static PNode*                 travelNode;         //!< A reference to the scroller-travelnode
133
134  static SkyBox*                skyBox;            //!< The SkyBox used in the current world.
135
136  static  ScriptManager*        scriptManager;     //!< The ScriptManager.
137
138  static unsigned int           resX;              //!< The X Resolution of the screen.
139  static unsigned int           resY;              //!< The Y Resolution of the screen.
140  static int                    menuID;            //!< -1 on default, otherwise orxonox's Menu ID
141  static bool                   bOnline;           //!< Is true if this node is in multiplayer mode (via network)
142  };
143
144#endif /* _STATE_H */
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