Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 7263

Last change on this file since 7263 was 7221, checked in by bensch, 18 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 15.3 KB
RevLine 
[6501]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
[6502]21#include "state.h"
22#include "class_list.h"
23
[7193]24#include "util/loading/load_param.h"
[6502]25#include "fast_factory.h"
[7193]26#include "util/loading/factory.h"
[6502]27
[6521]28#include "p_node.h"
[6502]29#include "world_entity.h"
[7016]30#include "elements/image_entity.h"
[6502]31#include "terrain.h"
[6521]32#include "camera.h"
[6502]33
[6504]34#include "event_handler.h"
[6524]35#include "graphics_engine.h"
[6841]36#include "object_manager.h"
[6504]37
[6841]38
[6502]39#include "cd_engine.h"
40
41
[6501]42using namespace std;
43
44
[6502]45//! This creates a Factory to fabricate a SimpleGameMenu
46CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
47
48
49
50SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
[6989]51  : GameWorld()
[6502]52{
53  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
54  this->setName("SimpleGameMenu uninitialized");
55
56  this->dataTank = new SimpleGameMenuData();
57
[6521]58  this->cameraVector = Vector(50.0, 0.0, 0.0);
[6991]59  this->menuLayers.push_back(MenuLayer());
60  this->menuLayers.push_back(MenuLayer());
[6862]61
[6837]62  this->layerIndex = 0;
[6862]63  this->menuSelectedIndex = 0;
[6521]64
[7221]65  if (root != NULL)
66    this->loadParams(root);
[6878]67
[7032]68  State::setMenuID(this->getNextStoryID());
[6502]69}
70
71
[6501]72/**
[7221]73 *  @brief remove the SimpleGameMenu from memory
[6502]74 *
75 *  delete everything explicitly, that isn't contained in the parenting tree!
76 *  things contained in the tree are deleted automaticaly
[6501]77 */
[6502]78SimpleGameMenu::~SimpleGameMenu ()
79{
80  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
[6501]81
[6502]82  if( this->dataTank)
83    delete this->dataTank;
84}
[6501]85
[6502]86
87/**
[7221]88 * @brief loads the parameters of a SimpleGameMenu from an XML-element
[6502]89 * @param root the XML-element to load from
[6501]90 */
[6502]91void SimpleGameMenu::loadParams(const TiXmlElement* root)
92{
93  /* skip the GameWorld, since it does not define any useful loadParams for this class */
[6696]94  //static_cast<GameWorld*>(this)->loadParams(root);
95  GameWorld::loadParams(root);
[6501]96
[6502]97  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
98}
[6501]99
[6502]100
[6501]101/**
[7221]102 * @brief this is executed just before load
[6504]103 *
104 * since the load function sometimes needs data, that has been initialized
105 * before the load and after the proceeding storyentity has finished
106 */
107ErrorMessage SimpleGameMenu::init()
108{
109  /* call underlying init funciton */
110  GameWorld::init();
111
112  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_UP);
113  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_DOWN);
114  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_RETURN);
115  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_SPACE);
[6854]116  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_ESCAPE);
[6521]117
118  this->dataTank->localCamera->setRelCoor(this->cameraVector);
[6524]119
120  GraphicsEngine::getInstance()->displayFPS(false);
[6862]121
122  this->layerIndex = 0;
123  this->menuSelectedIndex = 0;
[6504]124}
125
126
[6524]127/**
[7221]128 * @brief load the data
[6524]129 */
[6521]130ErrorMessage SimpleGameMenu::loadData()
[6504]131{
[6521]132  GameWorld::loadData();
[6504]133
[6845]134  if (this->dataXML != NULL)
135  {
136    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
137
138    if( element == NULL)
139    {
140      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
141    }
142    else
143    {
144      element = element->FirstChildElement();
145    // load Players/Objects/Whatever
146      PRINTF(4)("Loading Elements\n");
147      while( element != NULL)
148      {
149        BaseObject* created = Factory::fabricate(element);
150        if( created != NULL )
[6852]151        {
152          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
153          if (!created->isA(CL_ELEMENT_2D))
154            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
155        }
[6851]156        element = element->NextSiblingElement();
[6845]157      }
158      PRINTF(4)("Done loading Elements\n");
159    }
160  }
161
[6520]162  /* get the menu list */
163  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
164  std::list<BaseObject*>::const_iterator entity;
165  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
166  {
167
168    if( !strcmp("Selector_Menu", (*entity)->getName()))
169    {
170      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
[6878]171      this->menuSelector->setBindNode((const PNode*)NULL);
[6520]172    }
[7019]173  }
174
175  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
176  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
177  {
178    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
[6520]179    {
[7019]180      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
[6878]181      this->menuStartGame->setBindNode((const PNode*)NULL);
[6883]182      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
183                                        State::getResY() / 2.0f - 60.0f,
184                                        0.0f);
[7019]185      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6835]186
[6520]187    }
188    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
189    {
[7019]190      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
[6878]191      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
[6883]192      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
[6991]193                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f),
[6883]194                                                   0.0f);
[7019]195      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]196    }
197    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
198    {
[7019]199      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
[6878]200      this->menuQuitGame->setBindNode((const PNode*)NULL);
[6883]201      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
[6991]202                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f),
[6883]203                                       0.0f);
[7019]204      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
[6520]205    }
206  }
[6980]207  this->menuSelected->getNullElement()->update2D(0.1f);
[6520]208  this->menuSelectedIndex = 0;
[6991]209  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
[7063]210  this->sliderTo(this->menuSelected, 0.0f);
[6839]211
212
213  // loading the storyentities submenu (singleplayer)
214  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
215  std::list<BaseObject*>::const_iterator it;
216  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
217  {
218    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
219    if( se->isContainedInMenu())
220    {
[6991]221      this->menuLayers[1].storyList.push_back(se);
[6874]222
223      // generating menu item
[7019]224      TextElement* te = new TextElement();
225      te->setVisibility(false);
226      te->setText(se->getName());
227      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f), 0.0f);
228      this->menuLayers[1].menuList.push_back(te);
229
230      // generating screenshoot item
[6841]231      ImageEntity* ie = new ImageEntity();
[6848]232      ie->setVisibility(false);
[6878]233      ie->setBindNode((const PNode*)NULL);
234      ie->setTexture(se->getMenuScreenshoot());
[6883]235      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f, 0.0f);
[6884]236      ie->setSize2D(140.0f, 105.0f);
[6991]237      this->menuLayers[1].screenshootList.push_back(ie);
[6839]238    }
239  }
[6521]240}
[6520]241
[6521]242
[6862]243ErrorMessage SimpleGameMenu::unloadData()
244{
[6521]245
[6862]246  EventHandler::getInstance()->unsubscribe(this, ES_MENU);
247
[6991]248  std::vector<MenuLayer>::iterator mit;
249  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
[6862]250  {
[7019]251    while(!(*mit).menuList.empty())
252    {
253      delete (*mit).menuList.back();
254      (*mit).menuList.pop_back();
255    }
256
257    (*mit).menuList.clear();
258    (*mit).storyList.clear();
[6991]259    (*mit).screenshootList.clear();
[6862]260  }
[7029]261
262
263  GameWorld::unloadData();
[6862]264}
265
266
[6524]267/**
[7221]268 * @brief start the menu
[6524]269 */
[6521]270bool SimpleGameMenu::start()
271{
272  EventHandler::getInstance()->pushState(ES_MENU);
273
[6504]274  /* now call the underlying*/
275  GameWorld::start();
276}
277
278
279
[6524]280/**
281 * stop the menu
282 */
[6504]283bool SimpleGameMenu::stop()
284{
285  EventHandler::getInstance()->popState();
286
287  /* now call the underlying*/
288  GameWorld::stop();
289}
290
291
[6521]292/**
293 *  override the standard tick for more functionality
294 */
295void SimpleGameMenu::tick()
296{
297  GameWorld::tick();
[6504]298
[7131]299  this->animateScene(this->dtS);
[6521]300}
301
302
[6504]303/**
[6521]304 *  no collision detection in the menu
[6501]305 */
[6502]306void SimpleGameMenu::collide()
[6521]307{
308//   this->dataTank->localCamera->
309}
[6501]310
311
[6504]312/**
[6521]313 *  animate the scene
314 */
315void SimpleGameMenu::animateScene(float dt)
316{
[7131]317  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
[6521]318  this->cameraVector = q.apply(this->cameraVector);
319  this->dataTank->localCamera->setRelCoor(this->cameraVector);
320  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
321}
322
323
324/**
[6504]325 * event dispatcher funciton
326 * @param event the incoming event
327 */
328void SimpleGameMenu::process(const Event &event)
329{
[6839]330  /* ----------------- LAYER 1 ---------------*/
[6837]331  if( this->layerIndex == 0)
[6504]332  {
[6837]333    if( event.type == SDLK_RETURN && event.bPressed == true)
[6520]334    {
[6837]335      if( this->menuSelected == this->menuQuitGame)
336      {
337        this->setNextStoryID(WORLD_ID_GAMEEND);
338        this->stop();
339      }
340      if( this->menuSelected == this->menuStartGame)
341      {
342        // switch to first submenu
[6991]343        if( this->menuLayers[1].menuList.size() == 0)
[6837]344        {
[6839]345          PRINTF(1)("Haven't got any StoryEntities to play!\n");
[6837]346          return;
347        }
348
349        this->switchMenuLayer(this->layerIndex, 1);
350      }
[6520]351    }
[6854]352    if( event.type == SDLK_ESCAPE && event.bPressed == true)
353    {
354      this->setNextStoryID(WORLD_ID_GAMEEND);
355      this->stop();
356    }
[6839]357  }  /* ----------------- LAYER 2 ---------------*/
[6837]358  else if( this->layerIndex == 1)
[6520]359  {
[6848]360    if( event.type == SDLK_RETURN && event.bPressed == true)
361    {
[6991]362      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
[6848]363      this->stop();
364    }
[6854]365    if( event.type == SDLK_ESCAPE && event.bPressed == true)
366    {
367      this->switchMenuLayer(this->layerIndex, 0);
368    }
[6520]369  }
[6853]370
371
372
373  // The menu selction cursor
374  if( event.type == SDLK_DOWN && event.bPressed == true)
375  {
[6991]376    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
[6853]377    {
[6991]378      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
[7063]379      this->sliderTo(this->menuSelected, 5.0f);
[6883]380
381      if( this->layerIndex == 1)
382      {
[6991]383        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
384        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
[6883]385      }
[6853]386    }
387  }
388  else if( event.type == SDLK_UP && event.bPressed == true)
389  {
390    if(this->menuSelectedIndex > 0)
391    {
[6991]392      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
[7063]393      this->sliderTo(this->menuSelected, 5.0f);
[6883]394
395      if( this->layerIndex == 1)
396      {
[6991]397        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
398        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
[6883]399      }
[6853]400    }
401  }
[6504]402}
[6502]403
404
[6837]405/**
406 *  switches to from one meny layer to an other
407 * @param layer1 from layer
408 * @param layer2 to layer
409 */
410void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
411{
412  // wrong sizes
[6991]413  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
[6837]414    return;
[6502]415
416
[6837]417  PRINTF(0)("Removing layer %i\n", layer1);
[7019]418  std::vector<TextElement*>::iterator te;
[6837]419  // fade old menu
[7019]420  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
[6837]421  {
[7019]422    (*te)->setVisibility(false);
[6837]423  }
[7019]424
425  std::vector<ImageEntity*>::iterator it;
426
[6878]427  //also fade the screenshots if in level choosement mode
[6991]428  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
[6878]429  {
430    (*it)->setVisibility(false);
431  }
[6502]432
433
[6837]434  PRINTF(0)("Showing layer %i\n", layer1);
435  // beam here the new menu
[7019]436  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
[6848]437  {
[7019]438    (*te)->setVisibility(true);
[6848]439  }
[6837]440
[6878]441
[6837]442  this->layerIndex = layer2;
[6991]443  this->menuSelected = this->menuLayers[layer2].menuList[0];
[6878]444  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D());
[6855]445  this->menuSelectedIndex = 0;
[6883]446
447  if( layer2 == 1)
[6991]448    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
[6837]449}
450
[7063]451void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
452{
453  if (bias > 0.0)
454  {
455    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector(0, element->getSizeY2D() *.5,0), bias);
456    this->menuSelector->setSizeSoft2D(element->getSizeX2D(), element->getSizeY2D(), bias);
457  }
458  else
459  {
460    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector(0, element->getSizeY2D() *.5,0));
461    this->menuSelector->setSize2D(element->getSizeX2D(), element->getSizeY2D());
462  }
463}
[6837]464
465
466
[6502]467/**********************************************************************************************
468    SimpleGameMenuData
469 **********************************************************************************************/
470
471
[6501]472/**
[6502]473 * SimpleGameMenuData constructor
[6501]474 */
[6502]475SimpleGameMenuData::SimpleGameMenuData()
[6501]476{}
477
478/**
[6502]479 * SimpleGameMenuData decontructor
[6501]480 */
[6502]481SimpleGameMenuData::~SimpleGameMenuData()
[6501]482{}
483
484
485/**
[6502]486 *  initialize the GameWorldDataData
[6501]487 */
[6502]488ErrorMessage SimpleGameMenuData::init()
489{
490  /* call underlying function */
491  GameWorldData::init();
492}
[6501]493
494
495/**
[6502]496 *  loads the GUI data
497 * @param root reference to the xml root element
[6501]498 */
[6502]499ErrorMessage SimpleGameMenuData::loadGUI(TiXmlElement* root)
500{
501  /* call underlying function */
502  GameWorldData::loadGUI(root);
503}
[6501]504
505
506/**
[6502]507 *  unloads the GUI data
[6501]508 */
[6502]509ErrorMessage SimpleGameMenuData::unloadGUI()
510{
511  /* call underlying function */
512  GameWorldData::unloadGUI();
513}
514
515
516/**
517 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
518 * @param root reference to the xml root parameter
519 */
520ErrorMessage SimpleGameMenuData::loadWorldEntities(TiXmlElement* root)
521{
522  TiXmlElement* element = root->FirstChildElement("WorldEntities");
523
524  if( element != NULL)
525  {
526    element = element->FirstChildElement();
527    PRINTF(4)("Loading WorldEntities\n");
528    while( element != NULL)
529    {
530      BaseObject* created = Factory::fabricate(element);
531      if( created != NULL )
532        printf("Created a %s: %s\n", created->getClassName(), created->getName());
533
534      if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox"))
535        this->sky = dynamic_cast<WorldEntity*>(created);
536      if( element->Value() != NULL && !strcmp( element->Value(), "Terrain"))
537        this->terrain = dynamic_cast<Terrain*>(created);
538      element = element->NextSiblingElement();
539    }
540    PRINTF(4)("Done loading WorldEntities\n");
541  }
542
543  /* init the pnode tree */
544  PNode::getNullParent()->init();
545}
546
547
548/**
549 *  unloads the world entities from the xml file
550 */
551ErrorMessage SimpleGameMenuData::unloadWorldEntities()
552{
553  /* call underlying function */
554  GameWorldData::unloadWorldEntities();
555}
556
557
558/**
559 *  loads the scene data
560 * @param root reference to the xml root element
561 */
562ErrorMessage SimpleGameMenuData::loadScene(TiXmlElement* root)
563{
564  /* call underlying function */
565  GameWorldData::loadScene(root);
566}
567
568
569/**
570 *  unloads the scene data
571 */
572ErrorMessage SimpleGameMenuData::unloadScene()
573{
574  /* call underlying function */
575  GameWorldData::unloadScene();
576}
577
578
579
Note: See TracBrowser for help on using the repository browser.