Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/story_entities/simple_game_menu.cc @ 7782

Last change on this file since 7782 was 7765, checked in by bensch, 19 years ago

trunk: init-values better for the SimpleGameMenu

File size: 16.0 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 "state.h"
22#include "class_list.h"
23
24#include "util/loading/load_param.h"
25#include "fast_factory.h"
26#include "util/loading/factory.h"
27
28#include "p_node.h"
29#include "world_entity.h"
30#include "elements/image_entity.h"
31#include "terrain.h"
32#include "camera.h"
33
34#include "event_handler.h"
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
43using namespace std;
44
45
46//! This creates a Factory to fabricate a SimpleGameMenu
47CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
48
49
50
51SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
52  : GameWorld()
53{
54  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
55  this->setName("SimpleGameMenu uninitialized");
56
57  this->dataTank = new SimpleGameMenuData();
58
59  this->cameraVector = Vector(50.0, 0.0, 0.0);
60  this->menuLayers.push_back(MenuLayer());
61  this->menuLayers.push_back(MenuLayer());
62
63  this->layerIndex = 0;
64  this->menuSelectedIndex = 0;
65  this->selectorSource = NULL;
66
67  if (root != NULL)
68    this->loadParams(root);
69
70  State::setMenuID(this->getNextStoryID());
71}
72
73
74/**
75 *  @brief remove the SimpleGameMenu from memory
76 *
77 *  delete everything explicitly, that isn't contained in the parenting tree!
78 *  things contained in the tree are deleted automaticaly
79 */
80SimpleGameMenu::~SimpleGameMenu ()
81{
82  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
83
84  if( this->dataTank)
85    delete this->dataTank;
86}
87
88
89/**
90 * @brief loads the parameters of a SimpleGameMenu from an XML-element
91 * @param root the XML-element to load from
92 */
93void SimpleGameMenu::loadParams(const TiXmlElement* root)
94{
95  /* skip the GameWorld, since it does not define any useful loadParams for this class */
96  //static_cast<GameWorld*>(this)->loadParams(root);
97  GameWorld::loadParams(root);
98
99  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
100}
101
102
103/**
104 * @brief this is executed just before load
105 *
106 * since the load function sometimes needs data, that has been initialized
107 * before the load and after the proceeding storyentity has finished
108 */
109ErrorMessage SimpleGameMenu::init()
110{
111  /* call underlying init funciton */
112  GameWorld::init();
113
114  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_UP);
115  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_DOWN);
116  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_RETURN);
117  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_SPACE);
118  EventHandler::getInstance()->subscribe(this, ES_MENU, SDLK_ESCAPE);
119
120  this->dataTank->localCamera->setRelCoor(this->cameraVector);
121
122  GraphicsEngine::getInstance()->displayFPS(false);
123
124  this->layerIndex = 0;
125  this->menuSelectedIndex = 0;
126}
127
128
129/**
130 * @brief load the data
131 */
132ErrorMessage SimpleGameMenu::loadData()
133{
134  GameWorld::loadData();
135
136  if (this->dataXML != NULL)
137  {
138    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
139
140    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
141
142
143    if( element == NULL)
144    {
145      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
146    }
147    else
148    {
149      element = element->FirstChildElement();
150    // load Players/Objects/Whatever
151      PRINTF(4)("Loading Elements\n");
152      while( element != NULL)
153      {
154        BaseObject* created = Factory::fabricate(element);
155        if( created != NULL )
156        {
157          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
158          if (!created->isA(CL_ELEMENT_2D))
159            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
160        }
161        element = element->NextSiblingElement();
162      }
163      PRINTF(4)("Done loading Elements\n");
164    }
165  }
166
167  /* get the menu list */
168  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
169  std::list<BaseObject*>::const_iterator entity;
170  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
171  {
172
173    if( !strcmp("Selector_Menu", (*entity)->getName()))
174    {
175      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
176      this->menuSelector->setBindNode((const PNode*)NULL);
177    }
178  }
179
180  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
181  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
182  {
183    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
184    {
185      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
186      this->menuStartGame->setBindNode((const PNode*)NULL);
187      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
188                                        State::getResY() / 2.0f - 60.0f);
189      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
190
191    }
192    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
193    {
194      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
195      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
196      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
197                                                   State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
198      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
199    }
200    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
201    {
202      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
203      this->menuQuitGame->setBindNode((const PNode*)NULL);
204      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
205                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
206      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
207    }
208  }
209  this->menuSelected->getNullElement()->update2D(0.1f);
210  this->menuSelectedIndex = 0;
211  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
212  this->sliderTo(this->menuSelected, 0.0f);
213
214
215  // loading the storyentities submenu (singleplayer)
216  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
217  std::list<BaseObject*>::const_iterator it;
218  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
219  {
220    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
221    if( se->isContainedInMenu())
222    {
223      this->menuLayers[1].storyList.push_back(se);
224
225      // generating menu item
226      TextElement* te = new TextElement();
227      te->setVisibility(false);
228      te->setText(se->getName());
229      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
230      this->menuLayers[1].menuList.push_back(te);
231
232      // generating screenshoot item
233      ImageEntity* ie = new ImageEntity();
234      ie->setVisibility(false);
235      ie->setBindNode((const PNode*)NULL);
236      ie->setTexture(se->getMenuScreenshoot());
237      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
238      ie->setSize2D(140.0f, 105.0f);
239      this->menuLayers[1].screenshootList.push_back(ie);
240    }
241  }
242}
243
244/**
245 * @brief set the Sound to play when switching menu entry.
246 * @param selectorSound the sound to load.
247 */
248void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
249{
250  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
251}
252
253ErrorMessage SimpleGameMenu::unloadData()
254{
255  EventHandler::getInstance()->unsubscribe(this, ES_MENU);
256
257  std::vector<MenuLayer>::iterator mit;
258  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
259  {
260    while(!(*mit).menuList.empty())
261    {
262      delete (*mit).menuList.back();
263      (*mit).menuList.pop_back();
264    }
265
266    (*mit).menuList.clear();
267    (*mit).storyList.clear();
268    (*mit).screenshootList.clear();
269  }
270
271  // delete the SoundSource.
272  if (this->selectorSource != NULL)
273    delete this->selectorSource;
274  this->selectorSource = NULL;
275
276  GameWorld::unloadData();
277}
278
279
280/**
281 * @brief start the menu
282 */
283bool SimpleGameMenu::start()
284{
285  EventHandler::getInstance()->pushState(ES_MENU);
286
287  /* now call the underlying*/
288  GameWorld::start();
289}
290
291
292
293/**
294 * stop the menu
295 */
296bool SimpleGameMenu::stop()
297{
298  EventHandler::getInstance()->popState();
299
300  /* now call the underlying*/
301  GameWorld::stop();
302}
303
304
305/**
306 *  override the standard tick for more functionality
307 */
308void SimpleGameMenu::tick()
309{
310  GameWorld::tick();
311
312  this->animateScene(this->dtS);
313}
314
315
316/**
317 * @brief no collision detection in the menu
318 */
319void SimpleGameMenu::collide()
320{
321//   this->dataTank->localCamera->
322}
323
324
325/**
326 * @brief animate the scene
327 */
328void SimpleGameMenu::animateScene(float dt)
329{
330  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
331  this->cameraVector = q.apply(this->cameraVector);
332  this->dataTank->localCamera->setRelCoor(this->cameraVector);
333  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
334}
335
336
337/**
338 * @brief event dispatcher funciton
339 * @param event the incoming event
340 */
341void SimpleGameMenu::process(const Event &event)
342{
343  /* ----------------- LAYER 1 ---------------*/
344  if( this->layerIndex == 0)
345  {
346    if( event.type == SDLK_RETURN && event.bPressed == true)
347    {
348      if( this->menuSelected == this->menuQuitGame)
349      {
350        this->setNextStoryID(WORLD_ID_GAMEEND);
351        this->stop();
352      }
353      if( this->menuSelected == this->menuStartGame)
354      {
355        // switch to first submenu
356        if( this->menuLayers[1].menuList.size() == 0)
357        {
358          PRINTF(1)("Haven't got any StoryEntities to play!\n");
359          return;
360        }
361
362        this->switchMenuLayer(this->layerIndex, 1);
363      }
364    }
365    if( event.type == SDLK_ESCAPE && event.bPressed == true)
366    {
367      this->setNextStoryID(WORLD_ID_GAMEEND);
368      this->stop();
369    }
370  }  /* ----------------- LAYER 2 ---------------*/
371  else if( this->layerIndex == 1)
372  {
373    if( event.type == SDLK_RETURN && event.bPressed == true)
374    {
375      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
376      this->stop();
377    }
378    if( event.type == SDLK_ESCAPE && event.bPressed == true)
379    {
380      this->switchMenuLayer(this->layerIndex, 0);
381    }
382  }
383
384
385
386  // The menu selction cursor
387  if( event.type == SDLK_DOWN && event.bPressed == true)
388  {
389    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
390    {
391      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
392      this->sliderTo(this->menuSelected, 5.0f);
393      if (this->selectorSource != NULL)
394        this->selectorSource->play();
395
396      if( this->layerIndex == 1)
397      {
398        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
399        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
400      }
401    }
402  }
403  else if( event.type == SDLK_UP && event.bPressed == true)
404  {
405    if(this->menuSelectedIndex > 0)
406    {
407      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
408      this->sliderTo(this->menuSelected, 5.0f);
409      if (this->selectorSource != NULL)
410        this->selectorSource->play();
411
412      if( this->layerIndex == 1)
413      {
414        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
415        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
416      }
417    }
418  }
419}
420
421
422/**
423 * @brief switches to from one meny layer to an other
424 * @param layer1 from layer
425 * @param layer2 to layer
426 */
427void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
428{
429  // wrong sizes
430  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
431    return;
432
433
434  PRINTF(0)("Removing layer %i\n", layer1);
435  std::vector<TextElement*>::iterator te;
436  // fade old menu
437  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
438  {
439    (*te)->setVisibility(false);
440  }
441
442  std::vector<ImageEntity*>::iterator it;
443
444  //also fade the screenshots if in level choosement mode
445  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
446  {
447    (*it)->setVisibility(false);
448  }
449
450
451  PRINTF(0)("Showing layer %i\n", layer1);
452  // beam here the new menu
453  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
454  {
455    (*te)->setVisibility(true);
456  }
457
458
459  this->layerIndex = layer2;
460  this->menuSelected = this->menuLayers[layer2].menuList[0];
461  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
462  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
463  this->menuSelectedIndex = 0;
464
465  if( layer2 == 1)
466    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
467}
468
469void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
470{
471  if (bias > 0.0)
472  {
473    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
474    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
475  }
476  else
477  {
478    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
479    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
480  }
481}
482
483
484
485/**********************************************************************************************
486    SimpleGameMenuData
487 **********************************************************************************************/
488
489
490/**
491 * SimpleGameMenuData constructor
492 */
493SimpleGameMenuData::SimpleGameMenuData()
494{}
495
496/**
497 * SimpleGameMenuData decontructor
498 */
499SimpleGameMenuData::~SimpleGameMenuData()
500{}
501
502
503/**
504 *  initialize the GameWorldDataData
505 */
506ErrorMessage SimpleGameMenuData::init()
507{
508  /* call underlying function */
509  GameWorldData::init();
510}
511
512
513/**
514 *  loads the GUI data
515 * @param root reference to the xml root element
516 */
517ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
518{
519  /* call underlying function */
520  GameWorldData::loadGUI(root);
521}
522
523
524/**
525 *  unloads the GUI data
526 */
527ErrorMessage SimpleGameMenuData::unloadGUI()
528{
529  /* call underlying function */
530  GameWorldData::unloadGUI();
531}
532
533
534/**
535 *  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
536 * @param root reference to the xml root parameter
537 */
538ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
539{
540  GameWorldData::loadWorldEntities(root);
541  /*
542  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
543
544  if( element != NULL)
545  {
546    element = element->FirstChildElement();
547    PRINTF(4)("Loading WorldEntities\n");
548    while(element != NULL)
549    {
550      BaseObject* created = Factory::fabricate(element);
551      if( created != NULL )
552        printf("Created a %s: %s\n", created->getClassName(), created->getName());
553
554      if( element->Value() == "SkyBox")
555        this->sky = dynamic_cast<WorldEntity*>(created);
556      if( element->Value() == "Terrain")
557        this->terrain = dynamic_cast<Terrain*>(created);
558      element = element->NextSiblingElement();
559    }
560
561    PRINTF(4)("Done loading WorldEntities\n");
562  }
563
564  // init the pnode tree
565  PNode::getNullParent()->init();
566  */
567}
568
569
570/**
571 *  unloads the world entities from the xml file
572 */
573ErrorMessage SimpleGameMenuData::unloadWorldEntities()
574{
575  /* call underlying function */
576  GameWorldData::unloadWorldEntities();
577}
578
579
580/**
581 *  loads the scene data
582 * @param root reference to the xml root element
583 */
584ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
585{
586  /* call underlying function */
587  GameWorldData::loadScene(root);
588}
589
590
591/**
592 *  unloads the scene data
593 */
594ErrorMessage SimpleGameMenuData::unloadScene()
595{
596  /* call underlying function */
597  GameWorldData::unloadScene();
598}
599
600
601
Note: See TracBrowser for help on using the repository browser.