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