Changeset 2844 for code/branches/gui/src
- Timestamp:
- Mar 25, 2009, 5:23:00 PM (16 years ago)
- Location:
- code/branches/gui/src
- Files:
-
- 2 deleted
- 27 edited
- 1 copied
- 2 moved
Legend:
- Unmodified
- Added
- Removed
-
code/branches/gui/src/core/CMakeLists.txt
r2710 r2844 24 24 Core.cc 25 25 Event.cc 26 Game.cc 26 27 GameState.cc 27 28 Language.cc … … 29 30 ObjectListBase.cc 30 31 OrxonoxClass.cc 31 RootGameState.cc32 32 33 33 # command -
code/branches/gui/src/core/CorePrereqs.h
r2817 r2844 166 166 167 167 // game states 168 class Game; 168 169 class GameState; 169 class RootGameState;170 struct GameStateTreeNode; 170 171 171 172 // input -
code/branches/gui/src/core/Game.cc
r2843 r2844 33 33 */ 34 34 35 #include "OrxonoxStableHeaders.h"36 35 #include "Game.h" 37 36 … … 41 40 #include "util/Debug.h" 42 41 #include "util/Exception.h" 43 #include "core/CommandLine.h" 44 #include "core/ConsoleCommand.h" 45 #include "core/Core.h" 46 #include "core/Identifier.h" 47 #include "core/CoreIncludes.h" 48 #include "core/ConfigValueIncludes.h" 49 50 #include "gamestates/GSRoot.h" 51 #include "gamestates/GSGraphics.h" 52 #include "gamestates/GSStandalone.h" 53 #include "gamestates/GSServer.h" 54 #include "gamestates/GSClient.h" 55 #include "gamestates/GSDedicated.h" 56 #include "gamestates/GSGUI.h" 57 #include "gamestates/GSIOConsole.h" 58 59 /* 60 @brief 61 Main method. Game starts here (except for static initialisations). 62 */ 63 int main(int argc, char** argv) 64 { 65 { 66 orxonox::Game orxonox(argc, argv); 67 orxonox.run(); 68 // objects gets destroyed here! 69 } 70 71 // Clean up class hierarchy stuff (identifiers, xmlport, configvalue, consolecommand) 72 // Needs to be done after Game destructor because of ~OrxonoxClass 73 orxonox::Identifier::destroyAllIdentifiers(); 74 75 return 0; 76 } 42 #include "Clock.h" 43 #include "CommandLine.h" 44 #include "ConsoleCommand.h" 45 #include "Core.h" 46 #include "CoreIncludes.h" 47 #include "ConfigValueIncludes.h" 48 #include "GameState.h" 77 49 78 50 namespace orxonox … … 83 55 } 84 56 57 struct _CoreExport GameStateTreeNode 58 { 59 GameState* state_; 60 GameStateTreeNode* parent_; 61 std::vector<GameStateTreeNode*> children_; 62 }; 63 85 64 SetCommandLineArgument(state, "gui").shortcut("s"); 65 SetCommandLineSwitch(startWithConsole); 86 66 SetConsoleCommandShortcutExternAlias(stop_game, "exit"); 87 67 68 std::map<std::string, GameState*> Game::allStates_s; 88 69 Game* Game::singletonRef_s = 0; 89 70 … … 96 77 assert(singletonRef_s == 0); 97 78 singletonRef_s = this; 79 80 this->rootStateNode_ = 0; 81 this->activeStateNode_ = 0; 98 82 99 83 this->abort_ = false; … … 121 105 // Destroy pretty much everyhting left 122 106 delete this->core_; 107 108 // Delete all GameStates created by the macros 109 for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) 110 delete it->second; 123 111 124 112 assert(singletonRef_s); … … 144 132 void Game::run() 145 133 { 146 // create the gamestates 147 GSRoot root; 148 GSGraphics graphics; 149 GSStandalone standalone; 150 GSServer server; 151 GSClient client; 152 GSDedicated dedicated; 153 GSGUI gui; 154 GSIOConsole ioConsole; 155 156 // make the hierarchy 157 root.addChild(&graphics); 158 graphics.addChild(&standalone); 159 graphics.addChild(&server); 160 graphics.addChild(&client); 161 graphics.addChild(&gui); 162 root.addChild(&ioConsole); 163 root.addChild(&dedicated); 164 165 root.activate(); 166 167 // get initial state from command line 168 root.gotoState(CommandLine::getValue("state")); 134 // </EXPORT THIS> 135 this->setStateHierarchy( 136 "root" 137 " graphics" 138 " gui" 139 " standalone" 140 " level" 141 " server" 142 " level" 143 " client" 144 " level" 145 " dedicated" 146 " level" 147 " ioConsole" 148 ); 149 // </EXPORT THIS> 150 151 152 // Always start with the root state 153 this->requestedStateNodes_.push_back(this->rootStateNode_); 154 this->activeStateNode_ = this->rootStateNode_; 155 this->loadState(this->rootStateNode_->state_); 156 157 // <EXPORT THIS> 158 if (CommandLine::getValue("startWithConsole").getBool()) 159 { 160 // Start the game in the console 161 this->requestState("ioConsole"); 162 } 163 else 164 { 165 // Start in GUI main menu 166 this->requestState("graphics"); 167 this->requestState("gui"); 168 } 169 // </EXPORT THIS> 169 170 170 171 this->gameClock_->capture(); // first delta time should be about 0 seconds 171 while (!this->abort_ )172 while (!this->abort_ && !this->activeStates_.empty()) 172 173 { 173 174 this->gameClock_->capture(); … … 179 180 this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); 180 181 181 // UPDATE 182 root.tick(*this->gameClock_); 182 // UPDATE STATE STACK 183 while (this->requestedStateNodes_.size() > 1) 184 { 185 // Note: this->requestedStateNodes_.front() is the currently active state node 186 std::vector<GameStateTreeNode*>::iterator it = this->requestedStateNodes_.begin() + 1; 187 if (*it == this->activeStateNode_->parent_) 188 this->unloadState(this->activeStateNode_->state_); 189 else // has to be child 190 this->loadState((*it)->state_); 191 this->activeStateNode_ = *it; 192 this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); 193 } 194 195 // UPDATE, bottom to top in the stack 196 for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); 197 it != this->activeStates_.end(); ++it) 198 (*it)->update(*this->gameClock_); 183 199 184 200 // STATISTICS … … 206 222 this->periodTime_ -= this->statisticsRefreshCycle_; 207 223 } 208 209 if (root.stateRequest_ != "") 210 root.gotoState(root.stateRequest_);211 }212 213 root.gotoState("root");214 root.deactivate();224 } 225 226 // Unload all remaining states 227 while (!this->activeStates_.empty()) 228 this->unloadState(this->activeStates_.back()); 229 this->activeStateNode_ = 0; 230 this->requestedStateNodes_.clear(); 215 231 } 216 232 … … 226 242 this->periodTickTime_+=length; 227 243 } 244 245 246 /***** GameState related *****/ 247 248 void Game::requestState(const std::string& name) 249 { 250 GameState* state = this->getState(name); 251 if (state == NULL || this->activeStateNode_ == NULL) 252 return; 253 254 GameStateTreeNode* requestedNode = 0; 255 256 // this->requestedStateNodes_.back() is the currently active state 257 GameStateTreeNode* lastRequestedNode = this->requestedStateNodes_.back(); 258 259 // Already the active node? 260 if (state == lastRequestedNode->state_) 261 { 262 COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; 263 return; 264 } 265 266 // Check children first 267 for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) 268 { 269 if (lastRequestedNode->children_[i]->state_ == state) 270 { 271 requestedNode = lastRequestedNode->children_[i]; 272 break; 273 } 274 } 275 276 // Check parent and all its grand parents 277 GameStateTreeNode* currentNode = lastRequestedNode; 278 while (requestedNode == NULL && currentNode->parent_ != NULL) 279 { 280 if (currentNode->state_ == state) 281 requestedNode = currentNode; 282 currentNode = currentNode->parent_; 283 } 284 285 if (requestedNode == NULL) 286 COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; 287 else 288 this->requestedStateNodes_.push_back(requestedNode); 289 } 290 291 void Game::popState() 292 { 293 if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_) 294 this->requestState(this->requestedStateNodes_.back()->parent_->state_->getName()); 295 else 296 COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; 297 } 298 299 GameState* Game::getState(const std::string& name) 300 { 301 std::map<std::string, GameState*>::const_iterator it = allStates_s.find(name); 302 if (it != allStates_s.end()) 303 return it->second; 304 else 305 { 306 COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; 307 return 0; 308 } 309 } 310 311 void Game::setStateHierarchy(const std::string& str) 312 { 313 // Split string into pieces of the form whitespacesText 314 std::vector<std::pair<std::string, unsigned> > stateStrings; 315 size_t pos = 0; 316 size_t startPos = 0; 317 while (pos < str.size()) 318 { 319 unsigned indentation = 0; 320 while(pos < str.size() && str[pos] == ' ') 321 ++indentation, ++pos; 322 startPos = pos; 323 while(pos < str.size() && str[pos] != ' ') 324 ++pos; 325 stateStrings.push_back(std::pair<std::string, unsigned>( 326 str.substr(startPos, pos - startPos), indentation)); 327 } 328 unsigned int currentLevel = 0; 329 GameStateTreeNode* currentNode = 0; 330 for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) 331 { 332 std::string newStateName = it->first; 333 unsigned newLevel = it->second; 334 GameState* newState = this->getState(newStateName); 335 if (!newState) 336 ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); 337 if (newLevel == 0) 338 { 339 // root 340 if (this->rootStateNode_ != NULL) 341 ThrowException(GameState, "No two root GameStates are allowed!"); 342 GameStateTreeNode* newNode = new GameStateTreeNode; 343 newNode->state_ = newState; 344 newNode->parent_ = 0; 345 this->rootStateNode_ = newNode; 346 currentNode = this->rootStateNode_; 347 } 348 else if (currentNode) 349 { 350 GameStateTreeNode* newNode = new GameStateTreeNode; 351 newNode->state_ = newState; 352 if (newLevel < currentLevel) 353 { 354 // Get down the hierarchy 355 do 356 currentNode = currentNode->parent_; 357 while (newLevel < --currentLevel); 358 } 359 if (newLevel == currentLevel) 360 { 361 // same level 362 newNode->parent_ = currentNode->parent_; 363 newNode->parent_->children_.push_back(newNode); 364 } 365 else if (newLevel == currentLevel + 1) 366 { 367 // child 368 newNode->parent_ = currentNode; 369 currentNode->children_.push_back(newNode); 370 } 371 else 372 ThrowException(GameState, "Indentation error while parsing the hierarchy."); 373 currentNode = newNode; 374 currentLevel = newLevel; 375 } 376 else 377 { 378 ThrowException(GameState, "No root GameState specified!"); 379 } 380 } 381 } 382 383 /*** Internal ***/ 384 385 void Game::loadState(GameState* state) 386 { 387 state->activate(); 388 this->activeStates_.push_back(state); 389 } 390 391 void Game::unloadState(orxonox::GameState* state) 392 { 393 state->deactivate(); 394 this->activeStates_.pop_back(); 395 } 396 397 /*static*/ bool Game::addGameState(GameState* state) 398 { 399 std::map<std::string, GameState*>::const_iterator it = allStates_s.find(state->getName()); 400 if (it == allStates_s.end()) 401 allStates_s[state->getName()] = state; 402 else 403 ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); 404 405 // just a required dummy return value 406 return true; 407 } 228 408 } -
code/branches/gui/src/core/Game.h
r2843 r2844 36 36 #define _Game_H__ 37 37 38 #include " OrxonoxPrereqs.h"38 #include "CorePrereqs.h" 39 39 #include <cassert> 40 40 #include <list> 41 #include "core/OrxonoxClass.h" 41 #include <map> 42 #include <vector> 43 #include "OrxonoxClass.h" 44 45 #define AddGameState(classname, name, ...) \ 46 static bool bGameStateDummy_##classname##__LINE__ = orxonox::Game::addGameState(new classname(name, __VA_ARGS__)) 42 47 43 48 namespace orxonox … … 47 52 Main class responsible for running the game. 48 53 */ 49 class _ OrxonoxExport Game : public OrxonoxClass54 class _CoreExport Game : public OrxonoxClass 50 55 { 51 56 public: … … 54 59 void setConfigValues(); 55 60 61 void setStateHierarchy(const std::string& str); 62 GameState* getState(const std::string& name); 63 56 64 void run(); 57 65 void stop(); 66 67 void requestState(const std::string& name); 68 void popState(); 58 69 59 70 float getAvgTickTime() { return this->avgTickTime_; } … … 62 73 void addTickTime(uint32_t length); 63 74 75 static bool addGameState(GameState* state); 64 76 static Game& getInstance() { assert(singletonRef_s); return *singletonRef_s; } 65 77 … … 73 85 Game(Game&); // don't mess with singletons 74 86 75 Core* core_;76 Clock* gameClock_;87 void loadState(GameState* state); 88 void unloadState(GameState* state); 77 89 78 bool abort_; 90 std::vector<GameState*> activeStates_; 91 GameStateTreeNode* rootStateNode_; 92 GameStateTreeNode* activeStateNode_; 93 std::vector<GameStateTreeNode*> requestedStateNodes_; 94 95 Core* core_; 96 Clock* gameClock_; 97 98 bool abort_; 79 99 80 100 // variables for time statistics 81 uint64_t statisticsStartTime_; 82 std::list<statisticsTickInfo> 83 statisticsTickTimes_; 84 uint32_t periodTime_; 85 uint32_t periodTickTime_; 86 float avgFPS_; 87 float avgTickTime_; 101 uint64_t statisticsStartTime_; 102 std::list<statisticsTickInfo> statisticsTickTimes_; 103 uint32_t periodTime_; 104 uint32_t periodTickTime_; 105 float avgFPS_; 106 float avgTickTime_; 88 107 89 108 // config values 90 unsigned int statisticsRefreshCycle_;91 unsigned int statisticsAvgLength_;109 unsigned int statisticsRefreshCycle_; 110 unsigned int statisticsAvgLength_; 92 111 112 static std::map<std::string, GameState*> allStates_s; 93 113 static Game* singletonRef_s; //!< Pointer to the Singleton 94 114 }; -
code/branches/gui/src/core/GameState.cc
r2817 r2844 34 34 35 35 #include "GameState.h" 36 #include <cassert> 36 37 #include "util/Debug.h" 37 38 #include "util/Exception.h" 39 #include "Clock.h" 38 40 39 41 namespace orxonox … … 46 48 : name_(name) 47 49 , parent_(0) 48 , activeChild_(0)49 //, bPausegetParent()(false)50 50 { 51 Operationstemp = {false, false, false, false, false};52 this-> operation_ = temp;51 State temp = {false, false, false, false, false}; 52 this->activity_ = temp; 53 53 } 54 54 … … 59 59 GameState::~GameState() 60 60 { 61 OrxAssert(this-> operation_.active == false, "Deleting an active GameState is a very bad idea..");61 OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea.."); 62 62 } 63 63 … … 71 71 void GameState::addChild(GameState* state) 72 72 { 73 if (!state) 74 return; 75 // check if the state/tree to be added has states in it that already exist in this tree. 76 for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin(); 77 it != state->allChildren_.end(); ++it) 73 assert(state != NULL); 74 75 std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName()); 76 if (it == this->children_.end()) 78 77 { 79 if (this->getState(it->second->getName())) 80 { 81 ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); 82 return; 83 } 78 this->children_[state->getName()] = state; 79 // mark us as parent 80 state->setParent(this); 84 81 } 85 if (this->getState(state->name_))82 else 86 83 { 87 ThrowException(GameState, "Cannot add a GameState to the hierarchy twice."); 88 return; 84 ThrowException(GameState, "Cannot add two children with the same name"); 89 85 } 90 // Make sure we don't add a tree that already has an active state.91 if (state->getCurrentState())92 {93 ThrowException(GameState, "Cannot merge a tree that is already active.");94 return;95 }96 97 // merge the child's children into this tree98 for (std::map<std::string, GameState*>::const_iterator it = state->allChildren_.begin();99 it != state->allChildren_.end(); ++it)100 this->grandchildAdded(state, it->second);101 // merge 'state' into this tree102 this->grandchildAdded(state, state);103 104 // mark us as parent105 state->setParent(this);106 86 } 107 87 … … 115 95 void GameState::removeChild(GameState* state) 116 96 { 117 std::map<GameState*, GameState*>::iterator it = this->grandchildrenToChildren_.find(state); 118 if (it != this->grandchildrenToChildren_.end()) 119 { 120 if (state->isInSubtree(getCurrentState())) 121 { 122 ThrowException(GameState, "Cannot remove an active game state child '" 123 + state->getName() + "' from '" + name_ + "'."); 124 //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName() 125 // << "' from '" << name_ << "'." << std::endl; 126 } 127 else 128 { 129 for (std::map<GameState*, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin(); 130 it != state->grandchildrenToChildren_.end(); ++it) 131 this->grandchildRemoved(it->first); 132 this->grandchildRemoved(state); 133 } 134 } 97 assert(state != NULL); 98 99 std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName()); 100 if (it != this->children_.end()) 101 this->children_.erase(it); 135 102 else 136 103 { 137 104 ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '" 138 105 + state->getName() + "'."); 139 //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '"140 // << state->getName() << "'. Removal skipped." << std::endl;141 106 } 142 107 } 143 108 144 /** 145 @brief 146 Removes a child by name. This splits the tree in two parts, 147 each of them functional on its own. 148 @param state 149 GameState by name 150 */ 151 152 void GameState::removeChild(const std::string& name) 109 void GameState::activateInternal() 153 110 { 154 GameState* state = getState(name); 155 if (state) 156 { 157 removeChild(state); 158 } 159 else 160 { 161 ThrowException(GameState, "GameState '" + name + "' doesn't exist."); 162 //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl; 163 } 111 this->activity_.activating = true; 112 this->activate(); 113 this->activity_.activating = false; 114 this->activity_.active = true; 164 115 } 165 116 166 /** 167 @brief 168 Tells a state that one of its children has added a child. This is necessary 169 to fill the internal maps correctly. 170 @param child 171 The child who notices this state. 172 @param grandchild 173 The child that has been added. 174 */ 175 inline void GameState::grandchildAdded(GameState* child, GameState* grandchild) 117 void GameState::deactivateInternal() 176 118 { 177 // fill the two maps correctly. 178 this->allChildren_[grandchild->getName()] = grandchild; 179 this->grandchildrenToChildren_[grandchild] = child; 180 if (this->getParent()) 181 this->getParent()->grandchildAdded(this, grandchild); 119 this->activity_.active = false; 120 this->activity_.deactivating = true; 121 this->activate(); 122 this->activity_.deactivating = false; 123 this->activity_.suspended = false; 124 this->activity_.updating = false; 182 125 } 183 126 184 /** 185 @brief 186 Tells a state that one of its children has removed a child. This is necessary 187 to fill the internal maps correctly. 188 @param child 189 The child who notices this state. 190 @param grandchild 191 The child that has been removed. 192 */ 193 inline void GameState::grandchildRemoved(GameState* grandchild) 127 void GameState::updateInternal(const Clock& time) 194 128 { 195 // adjust the two maps correctly. 196 this->allChildren_.erase(grandchild->getName()); 197 this->grandchildrenToChildren_.erase(grandchild); 198 if (this->getParent()) 199 this->getParent()->grandchildRemoved(grandchild); 200 } 201 202 /** 203 @brief 204 Checks whether a specific game states exists in the hierarchy. 205 @remarks 206 Remember that the every node has a map with all its child nodes. 207 */ 208 GameState* GameState::getState(const std::string& name) 209 { 210 if (this->getParent()) 211 return this->getParent()->getState(name); 212 else 213 { 214 // The map only contains children, so check ourself first 215 if (name == this->name_) 216 return this; 217 // Search in the map. If there is no entry, we can be sure the state doesn't exist. 218 std::map<std::string, GameState*>::const_iterator it = this->allChildren_.find(name); 219 return (it!= this->allChildren_.end() ? it->second : 0); 220 } 221 } 222 223 /** 224 @brief 225 Returns the root node of the tree. 226 */ 227 GameState* GameState::getRoot() 228 { 229 if (this->getParent()) 230 return this->getParent()->getRoot(); 231 else 232 return this; 233 } 234 235 /** 236 @brief 237 Returns the current active state. 238 @remarks 239 Remember that the current active state is the one that does not 240 have active children itself. Many states can be active at once. 241 */ 242 GameState* GameState::getCurrentState() 243 { 244 if (this->operation_.active) 245 { 246 if (this->activeChild_) 247 return this->activeChild_->getCurrentState(); 248 else 249 return this; 250 } 251 else 252 { 253 if (this->getParent()) 254 return this->getParent()->getCurrentState(); 255 else 256 return 0; 257 } 258 } 259 260 /** 261 @brief 262 Determines whether 'state' is in this subtree, including this node. 263 */ 264 bool GameState::isInSubtree(GameState* state) const 265 { 266 return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() 267 || state == this); 268 } 269 270 /** 271 @brief 272 Makes a state transition according to the state tree. You can choose any state 273 in the tree to do the call. The function finds the current state on its own. 274 @param state 275 The state to be entered, has to exist in the tree. 276 */ 277 void GameState::requestState(const std::string& name) 278 { 279 assert(getRoot()); 280 getRoot()->requestState(name); 281 } 282 283 /** 284 @brief 285 Internal method that actually makes the state transition. Since it is internal, 286 the method can assume certain things to be granted (like 'this' is always active). 287 */ 288 void GameState::makeTransition(GameState* source, GameState* destination) 289 { 290 if (source == this->getParent()) 291 { 292 // call is from the parent 293 this->activate(); 294 } 295 else if (source == 0) 296 { 297 // call was just started by root 298 // don't do anyting yet 299 } 300 else 301 { 302 // call is from a child 303 this->activeChild_ = 0; 304 } 305 306 if (destination == this) 307 return; 308 309 // Check for 'destination' in the children map first 310 std::map<GameState*, GameState*>::const_iterator it 311 = this->grandchildrenToChildren_.find(destination); 312 if (it != this->grandchildrenToChildren_.end()) 313 { 314 // child state. Don't use 'state', might be a grandchild! 315 this->activeChild_ = it->second; 316 it->second->makeTransition(this, destination); 317 } 318 else 319 { 320 // parent. We can be sure of this. 321 assert(this->getParent() != 0); 322 323 this->deactivate(); 324 this->getParent()->makeTransition(this, destination); 325 } 326 } 327 328 /** 329 @brief 330 Activates the state. Only sets bActive_ to true and notifies the parent. 331 */ 332 void GameState::activate() 333 { 334 this->operation_.active = true; 335 this->operation_.entering = true; 336 this->enter(); 337 this->operation_.entering = false; 338 } 339 340 /** 341 Activates the state. Only sets bActive_ to false and notifies the parent. 342 */ 343 void GameState::deactivate() 344 { 345 this->operation_.leaving = true; 346 this->leave(); 347 this->operation_.leaving = false; 348 this->operation_.active = false; 349 } 350 351 /** 352 @brief 353 Update method that calls ticked() with enclosed bRunning_ = true 354 If there was a state transition request within ticked() then this 355 method will transition in the end. 356 @param dt Delta time 357 @note 358 This method is not virtual! You cannot override it therefore. 359 */ 360 void GameState::tick(const Clock& time) 361 { 362 this->operation_.running = true; 363 this->ticked(time); 364 this->operation_.running = false; 129 this->activity_.updating = true; 130 this->update(time); 131 this->activity_.updating = false; 365 132 } 366 133 } -
code/branches/gui/src/core/GameState.h
r2817 r2844 39 39 40 40 #include <string> 41 #include <vector>42 41 #include <map> 43 #include <cassert> 44 #include "Clock.h" 42 #include "CorePrereqs.h" 45 43 46 44 namespace orxonox … … 62 60 class _CoreExport GameState 63 61 { 64 friend class RootGameState;65 // Hack66 62 friend class Game; 67 63 … … 71 67 Gives information about what the GameState is currently doing 72 68 */ 73 struct Operations69 struct State 74 70 { 75 unsigned active : 1;76 unsigned entering: 1;77 unsigned leaving: 1;78 unsigned running: 1;79 unsigned suspended : 1;71 unsigned active : 1; 72 unsigned activating : 1; 73 unsigned deactivating : 1; 74 unsigned updating : 1; 75 unsigned suspended : 1; 80 76 }; 81 77 … … 85 81 86 82 const std::string& getName() const { return name_; } 87 const Operations getOperation() const { return this->operation_; } 88 bool isInSubtree(GameState* state) const; 89 90 GameState* getState(const std::string& name); 91 GameState* getRoot(); 92 //! Returns the currently active game state 93 virtual GameState* getCurrentState(); 94 95 virtual void requestState(const std::string& name); 83 const State getActivity() const { return this->activity_; } 84 GameState* getParent() const { return this->parent_; } 96 85 97 86 void addChild(GameState* state); 98 87 void removeChild(GameState* state); 99 void removeChild(const std::string& name);100 88 101 89 protected: 102 virtual void enter() = 0; 103 virtual void leave() = 0; 104 virtual void ticked(const Clock& time) = 0; 105 106 GameState* getActiveChild() { return this->activeChild_; } 107 108 void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); } 109 110 GameState* getParent() const { return this->parent_; } 111 void setParent(GameState* state) { this->parent_ = state; } 90 virtual void activate() = 0; 91 virtual void deactivate() = 0; 92 virtual void update(const Clock& time) = 0; 112 93 113 94 private: 114 //! Performs a transition to 'destination' 115 virtual void makeTransition(GameState* source, GameState* destination); 116 117 void grandchildAdded(GameState* child, GameState* grandchild); 118 void grandchildRemoved(GameState* grandchild); 119 120 void tick(const Clock& time); 121 void activate(); 122 void deactivate(); 95 void setParent(GameState* state) { this->parent_ = state; } 96 void setActivity(State activity); 97 void activateInternal(); 98 void deactivateInternal(); 99 void updateInternal(const Clock& time); 123 100 124 101 const std::string name_; 125 Operations operation_;102 State activity_; 126 103 GameState* parent_; 127 GameState* activeChild_; 128 //bool bPauseParent_; 129 std::map<std::string, GameState*> allChildren_; 130 std::map<GameState*, GameState*> grandchildrenToChildren_; 104 std::map<std::string, GameState*> children_; 131 105 }; 132 106 } -
code/branches/gui/src/network/Server.h
r2800 r2844 53 53 const int CLIENTID_SERVER = 0; 54 54 const unsigned int NETWORK_FREQUENCY = 25; 55 const float NETWORK_PERIOD = 1. /NETWORK_FREQUENCY;55 const float NETWORK_PERIOD = 1.f/NETWORK_FREQUENCY; 56 56 57 57 /** -
code/branches/gui/src/orxonox/CMakeLists.txt
r2805 r2844 20 20 SET_SOURCE_FILES(ORXONOX_SRC_FILES 21 21 CameraManager.cc 22 Game.cc23 22 GraphicsManager.cc 24 23 LevelManager.cc 24 Main.cc 25 25 PawnManager.cc 26 26 PlayerManager.cc -
code/branches/gui/src/orxonox/Main.cc
r2801 r2844 36 36 #include "OrxonoxConfig.h" 37 37 38 #include <exception> 39 #include <cassert> 38 #include "util/Debug.h" 39 #include "core/Identifier.h" 40 #include "core/Game.h" 40 41 41 #include "util/Debug.h" 42 #include "core/Core.h" 43 #include "core/Identifier.h" 44 45 #include "gamestates/GSRoot.h" 46 #include "gamestates/GSGraphics.h" 47 #include "gamestates/GSStandalone.h" 48 #include "gamestates/GSServer.h" 49 #include "gamestates/GSClient.h" 50 #include "gamestates/GSDedicated.h" 51 #include "gamestates/GSGUI.h" 52 #include "gamestates/GSIOConsole.h" 53 54 #ifdef ORXONOX_PLATFORM_APPLE 55 #include <CoreFoundation/CoreFoundation.h> 56 57 // This function will locate the path to our application on OS X, 58 // unlike windows you can not rely on the curent working directory 59 // for locating your configuration files and resources. 60 std::string macBundlePath() 61 { 62 char path[1024]; 63 CFBundleRef mainBundle = CFBundleGetMainBundle(); 64 assert(mainBundle); 65 66 CFURLRef mainBundleURL = CFBundleCopyBundleURL(mainBundle); 67 assert(mainBundleURL); 68 69 CFStringRef cfStringRef = CFURLCopyFileSystemPath( mainBundleURL, kCFURLPOSIXPathStyle); 70 assert(cfStringRef); 71 72 CFStringGetCString(cfStringRef, path, 1024, kCFStringEncodingASCII); 73 74 CFRelease(mainBundleURL); 75 CFRelease(cfStringRef); 76 77 return std::string(path); 78 } 79 #endif 80 81 82 42 /* 43 @brief 44 Main method. Game starts here (except for static initialisations). 45 */ 83 46 int main(int argc, char** argv) 84 47 { 85 orxonox::Core* core = new orxonox::Core(argc, argv);86 if (!core->isLoaded())87 48 { 88 COUT(0) << "Core was not fully loaded, probably an exception occurred during consruction. Aborting" << std::endl; 89 abort(); 90 } 91 92 // put GameStates in its own scope so we can destroy the identifiers at the end of main(). 93 { 94 using namespace orxonox; 95 // create the gamestates 96 GSRoot root; 97 GSGraphics graphics; 98 GSStandalone standalone; 99 GSServer server; 100 GSClient client; 101 GSDedicated dedicated; 102 GSGUI gui; 103 GSIOConsole ioConsole; 104 105 // make the hierarchy 106 root.addChild(&graphics); 107 graphics.addChild(&standalone); 108 graphics.addChild(&server); 109 graphics.addChild(&client); 110 graphics.addChild(&gui); 111 root.addChild(&ioConsole); 112 root.addChild(&dedicated); 113 114 // Here happens the game 115 root.start(); 116 } 117 118 // Destroy pretty much everyhting left 119 delete core; 49 orxonox::Game orxonox(argc, argv); 50 orxonox.run(); 51 } // orxonox gets destroyed right here! 120 52 121 53 // Clean up class hierarchy stuff (identifiers, xmlport, configvalue, consolecommand) 122 // Needs to be done after 'delete core'because of ~OrxonoxClass54 // Needs to be done after Game destructor because of ~OrxonoxClass 123 55 orxonox::Identifier::destroyAllIdentifiers(); 124 56 -
code/branches/gui/src/orxonox/OrxonoxPrereqs.h
r2801 r2844 77 77 namespace MunitionType 78 78 { 79 80 81 82 79 enum Enum 83 80 { laserGunMunition }; … … 238 235 //gui 239 236 class GUIManager; 240 241 // game states242 class GSRoot;243 class GSGraphics;244 class GSIO;245 class GSIOConsole;246 class GSLevel;247 class GSStandalone;248 class GSServer;249 class GSClient;250 class GSGUI;251 237 } 252 238 -
code/branches/gui/src/orxonox/gamestates/GSClient.cc
r2817 r2844 35 35 #include "core/Core.h" 36 36 #include "network/Client.h" 37 #include "core/Game.h" 37 38 38 39 namespace orxonox 39 40 { 41 AddGameState(GSClient, "client"); 42 40 43 SetCommandLineArgument(ip, "127.0.0.1").information("#.#.#.#"); 41 44 42 GSClient::GSClient( )43 : GameState( "client")45 GSClient::GSClient(const std::string& name) 46 : GameState(name) 44 47 , client_(0) 45 48 { … … 50 53 } 51 54 52 void GSClient:: enter()55 void GSClient::activate() 53 56 { 54 57 Core::setIsClient(true); … … 59 62 ThrowException(InitialisationFailed, "Could not establish connection with server."); 60 63 61 GSLevel::enter();62 63 64 client_->update(Core::getGameClock()); 64 65 } 65 66 66 void GSClient:: leave()67 void GSClient::deactivate() 67 68 { 68 GSLevel::leave();69 70 69 client_->closeConnection(); 71 70 … … 76 75 } 77 76 78 void GSClient:: ticked(const Clock& time)77 void GSClient::update(const Clock& time) 79 78 { 80 GSLevel::ticked(time);81 79 client_->update(time); 82 83 this->tickChild(time);84 80 } 85 81 } -
code/branches/gui/src/orxonox/gamestates/GSClient.h
r2817 r2844 33 33 #include "core/GameState.h" 34 34 #include "network/NetworkPrereqs.h" 35 #include "GSLevel.h"36 35 37 36 namespace orxonox 38 37 { 39 class _OrxonoxExport GSClient : public GameState , public GSLevel38 class _OrxonoxExport GSClient : public GameState 40 39 { 41 40 public: 42 GSClient( );41 GSClient(const std::string& name); 43 42 ~GSClient(); 44 43 44 void activate(); 45 void deactivate(); 46 void update(const Clock& time); 45 47 46 48 private: 47 void enter();48 void leave();49 void ticked(const Clock& time);50 51 49 Client* client_; 52 50 }; -
code/branches/gui/src/orxonox/gamestates/GSDedicated.cc
r2817 r2844 37 37 #include "objects/Tickable.h" 38 38 #include "util/Sleep.h" 39 #include "core/Game.h" 39 40 40 41 namespace orxonox 41 42 { 42 GSDedicated::GSDedicated() 43 : GameState("dedicated") 43 AddGameState(GSDedicated, "dedicated"); 44 45 GSDedicated::GSDedicated(const std::string& name) 46 : GameState(name) 44 47 , server_(0) 45 48 , timeSinceLastUpdate_(0) … … 51 54 } 52 55 53 void GSDedicated:: enter()56 void GSDedicated::activate() 54 57 { 55 58 Core::setHasServer(true); … … 58 61 COUT(0) << "Loading scene in server mode" << std::endl; 59 62 60 GSLevel::enter();61 62 63 server_->open(); 63 64 } 64 65 65 void GSDedicated:: leave()66 void GSDedicated::deactivate() 66 67 { 67 GSLevel::leave();68 69 68 this->server_->close(); 70 69 delete this->server_; … … 73 72 } 74 73 75 void GSDedicated:: ticked(const Clock& time)74 void GSDedicated::update(const Clock& time) 76 75 { 77 76 // static float startTime = time.getSecondsPrecise(); … … 83 82 // COUT(0) << "estimated ticks/sec: " << nrOfTicks/(time.getSecondsPrecise()-startTime) << endl; 84 83 timeSinceLastUpdate_ -= static_cast<unsigned int>(timeSinceLastUpdate_ / NETWORK_PERIOD) * NETWORK_PERIOD; 85 GSLevel::ticked(time);86 84 server_->update(time); 87 this->tickChild(time);88 85 } 89 86 else -
code/branches/gui/src/orxonox/gamestates/GSDedicated.h
r2817 r2844 33 33 #include "core/GameState.h" 34 34 #include "network/NetworkPrereqs.h" 35 #include "GSLevel.h"36 35 37 36 namespace orxonox 38 37 { 39 class _OrxonoxExport GSDedicated : public GameState , public GSLevel38 class _OrxonoxExport GSDedicated : public GameState 40 39 { 41 40 public: 42 GSDedicated( );41 GSDedicated(const std::string& name); 43 42 ~GSDedicated(); 44 43 44 void activate(); 45 void deactivate(); 46 void update(const Clock& time); 47 45 48 private: 46 void enter(); 47 void leave(); 48 void ticked(const Clock& time); 49 50 Server* server_; 51 float timeSinceLastUpdate_; 49 Server* server_; 50 float timeSinceLastUpdate_; 52 51 }; 53 52 } -
code/branches/gui/src/orxonox/gamestates/GSGUI.cc
r2817 r2844 32 32 #include <OgreViewport.h> 33 33 #include "core/Clock.h" 34 #include "core/ConsoleCommand.h" 34 35 #include "core/input/InputManager.h" 35 36 #include "core/input/SimpleInputState.h" 36 37 #include "gui/GUIManager.h" 37 38 #include "GraphicsManager.h" 39 #include "core/Game.h" 38 40 39 41 namespace orxonox 40 42 { 41 GSGUI::GSGUI() 42 : GameState("gui") 43 AddGameState(GSGUI, "gui"); 44 45 GSGUI::GSGUI(const std::string& name) 46 : GameState(name) 43 47 { 44 48 } … … 48 52 } 49 53 50 void GSGUI:: enter()54 void GSGUI::activate() 51 55 { 52 56 guiManager_ = GUIManager::getInstancePtr(); … … 56 60 guiManager_->showGUI("MainMenu", 0); 57 61 GraphicsManager::getInstance().getViewport()->setCamera(guiManager_->getCamera()); 62 63 { 64 // time factor console command 65 FunctorMember<GSGUI>* functor = createFunctor(&GSGUI::startGame); 66 functor->setObject(this); 67 this->ccStartGame_ = createConsoleCommand(functor, "startGame"); 68 CommandExecutor::addConsoleCommandShortcut(this->ccStartGame_); 69 } 58 70 } 59 71 60 void GSGUI:: leave()72 void GSGUI::deactivate() 61 73 { 74 if (this->ccStartGame_) 75 { 76 delete this->ccStartGame_; 77 this->ccStartGame_ = 0; 78 } 79 62 80 guiManager_->hideGUI(); 63 81 } 64 82 65 void GSGUI:: ticked(const Clock& time)83 void GSGUI::update(const Clock& time) 66 84 { 67 85 // tick CEGUI 68 86 guiManager_->update(time); 87 } 69 88 70 this->tickChild(time); 89 void GSGUI::startGame() 90 { 91 // HACK - HACK 92 Game::getInstance().popState(); 93 Game::getInstance().requestState("standalone"); 94 Game::getInstance().requestState("level"); 71 95 } 72 96 } -
code/branches/gui/src/orxonox/gamestates/GSGUI.h
r2817 r2844 38 38 { 39 39 public: 40 GSGUI( );40 GSGUI(const std::string& name); 41 41 ~GSGUI(); 42 42 43 void activate(); 44 void deactivate(); 45 void update(const Clock& time); 46 47 void startGame(); 48 43 49 private: 44 void enter(); 45 void leave(); 46 void ticked(const Clock& time); 50 GUIManager* guiManager_; 47 51 48 GUIManager* guiManager_; 52 // console commands 53 ConsoleCommand* ccStartGame_; 49 54 }; 50 55 } -
code/branches/gui/src/orxonox/gamestates/GSGraphics.cc
r2817 r2844 45 45 #include "gui/GUIManager.h" 46 46 #include "GraphicsManager.h" 47 #include " Game.h"47 #include "core/Game.h" 48 48 49 49 namespace orxonox 50 50 { 51 GSGraphics::GSGraphics() 52 : GameState("graphics") 51 AddGameState(GSGraphics, "graphics"); 52 53 GSGraphics::GSGraphics(const std::string& name) 54 : GameState(name) 53 55 , inputManager_(0) 54 56 , console_(0) … … 60 62 { 61 63 RegisterRootObject(GSGraphics); 62 setConfigValues();63 64 } 64 65 … … 71 72 } 72 73 73 void GSGraphics:: enter()74 void GSGraphics::activate() 74 75 { 76 setConfigValues(); 77 75 78 Core::setShowsGraphics(true); 76 79 … … 108 111 } 109 112 110 void GSGraphics:: leave()113 void GSGraphics::deactivate() 111 114 { 112 115 if (Core::showsGraphics()) … … 146 149 need the time. So we shouldn't run into problems. 147 150 */ 148 void GSGraphics:: ticked(const Clock& time)151 void GSGraphics::update(const Clock& time) 149 152 { 150 153 uint64_t timeBeforeTick = time.getRealMicroseconds(); … … 152 155 this->inputManager_->update(time); // tick console 153 156 this->console_->update(time); 154 this->tickChild(time);155 157 156 158 uint64_t timeAfterTick = time.getRealMicroseconds(); -
code/branches/gui/src/orxonox/gamestates/GSGraphics.h
r2817 r2844 32 32 #include "OrxonoxPrereqs.h" 33 33 #include "core/GameState.h" 34 #include "core/OrxonoxClass.h"35 34 #include "tools/WindowEventListener.h" 36 35 … … 39 38 class _OrxonoxExport GSGraphics : public GameState, public WindowEventListener 40 39 { 41 friend class ClassIdentifier<GSGraphics>;42 43 40 public: 44 GSGraphics( );41 GSGraphics(const std::string& name); 45 42 ~GSGraphics(); 46 47 private: // functions48 void enter();49 void leave();50 void ticked(const Clock& time);51 52 43 void setConfigValues(); 53 44 45 void activate(); 46 void deactivate(); 47 void update(const Clock& time); 48 49 private: 54 50 // Window events from WindowEventListener 55 51 void windowResized(unsigned int newWidth, unsigned int newHeight); 56 52 void windowFocusChanged(); 57 53 58 private:59 54 // managed singletons 60 55 InputManager* inputManager_; -
code/branches/gui/src/orxonox/gamestates/GSIOConsole.cc
r2817 r2844 36 36 37 37 #include "core/ConsoleCommand.h" 38 #include "core/Game.h" 38 39 39 40 namespace orxonox 40 41 { 41 GSIOConsole::GSIOConsole() 42 : GameState("ioConsole") 42 AddGameState(GSIOConsole, "ioConsole"); 43 44 GSIOConsole::GSIOConsole(const std::string& name) 45 : GameState(name) 43 46 { 44 47 } … … 48 51 } 49 52 50 void GSIOConsole:: enter()53 void GSIOConsole::activate() 51 54 { 52 55 } 53 56 54 void GSIOConsole:: leave()57 void GSIOConsole::deactivate() 55 58 { 56 59 } 57 60 58 void GSIOConsole:: ticked(const Clock& time)61 void GSIOConsole::update(const Clock& time) 59 62 { 60 63 std::string command; 61 64 std::getline(std::cin, command); 62 65 CommandExecutor::execute(command, true); 63 64 tickChild(time);65 66 } 66 67 } -
code/branches/gui/src/orxonox/gamestates/GSIOConsole.h
r2817 r2844 31 31 32 32 #include "OrxonoxPrereqs.h" 33 #include <OgrePrerequisites.h>34 33 #include "core/GameState.h" 35 34 … … 39 38 { 40 39 public: 41 GSIOConsole( );40 GSIOConsole(const std::string& name); 42 41 ~GSIOConsole(); 43 42 43 void activate(); 44 void deactivate(); 45 void update(const Clock& time); 46 44 47 private: 45 void enter(); 46 void leave(); 47 void ticked(const Clock& time); 48 48 49 }; 49 50 } -
code/branches/gui/src/orxonox/gamestates/GSLevel.cc
r2817 r2844 47 47 #include "LevelManager.h" 48 48 #include "PlayerManager.h" 49 #include "core/Game.h" 49 50 50 51 namespace orxonox 51 52 { 53 AddGameState(GSLevel, "level"); 54 52 55 SetCommandLineArgument(level, "presentation.oxw").shortcut("l"); 53 56 54 GSLevel::GSLevel( )55 //: GameState(name)56 :keyBinder_(0)57 GSLevel::GSLevel(const std::string& name) 58 : GameState(name) 59 , keyBinder_(0) 57 60 , inputState_(0) 58 61 , radar_(0) … … 65 68 this->ccKeybind_ = 0; 66 69 this->ccTkeybind_ = 0; 67 70 } 71 72 GSLevel::~GSLevel() 73 { 74 } 75 76 void GSLevel::setConfigValues() 77 { 78 SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); 79 } 80 81 void GSLevel::activate() 82 { 68 83 setConfigValues(); 69 } 70 71 GSLevel::~GSLevel() 72 { 73 } 74 75 void GSLevel::setConfigValues() 76 { 77 SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); 78 } 79 80 void GSLevel::enter() 81 { 84 82 85 if (Core::showsGraphics()) 83 86 { … … 126 129 } 127 130 128 void GSLevel:: leave()131 void GSLevel::deactivate() 129 132 { 130 133 // destroy console commands … … 188 191 } 189 192 190 void GSLevel:: ticked(const Clock& time)191 { 192 // Commented by 1337: Temporarily moved to GSGraphics.193 void GSLevel::update(const Clock& time) 194 { 195 // Note: Temporarily moved to GSGraphics. 193 196 //// Call the scene objects 194 197 //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) … … 233 236 Command string that can be executed by the CommandExecutor 234 237 OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify 235 the key/button/axis that has been activated. This is configured above in enter().238 the key/button/axis that has been activated. This is configured above in activate(). 236 239 */ 237 240 void GSLevel::keybindInternal(const std::string& command, bool bTemporary) -
code/branches/gui/src/orxonox/gamestates/GSLevel.h
r2817 r2844 31 31 32 32 #include "OrxonoxPrereqs.h" 33 #include "core/OrxonoxClass.h" 33 34 #include "core/GameState.h" 34 #include "core/OrxonoxClass.h"35 35 36 36 namespace orxonox 37 37 { 38 class _OrxonoxExport GSLevel : public OrxonoxClass38 class _OrxonoxExport GSLevel : public GameState, public OrxonoxClass 39 39 { 40 friend class ClassIdentifier<GSLevel>;41 40 public: 42 GSLevel( );41 GSLevel(const std::string& name); 43 42 ~GSLevel(); 44 45 // was private before (is public now because of console command in GSStandalone)46 43 void setConfigValues(); 47 44 45 void activate(); 46 void deactivate(); 47 void update(const Clock& time); 48 48 49 protected: 49 void enter();50 void leave();51 void ticked(const Clock& time);52 53 50 void loadLevel(); 54 51 void unloadLevel(); -
code/branches/gui/src/orxonox/gamestates/GSRoot.cc
r2843 r2844 32 32 #include "util/Exception.h" 33 33 #include "util/Debug.h" 34 #include "core/Clock.h" 34 35 #include "core/Core.h" 35 #include "core/CoreIncludes.h"36 36 #include "core/ConsoleCommand.h" 37 37 #include "tools/TimeFactorListener.h" 38 38 #include "tools/Timer.h" 39 39 #include "objects/Tickable.h" 40 #include " Game.h"40 #include "core/Game.h" 41 41 42 42 namespace orxonox 43 43 { 44 GSRoot::GSRoot() 45 : RootGameState("root") 44 AddGameState(GSRoot, "root"); 45 46 GSRoot::GSRoot(const std::string& name) 47 : GameState(name) 46 48 , timeFactor_(1.0f) 47 49 , bPaused_(false) … … 56 58 } 57 59 58 void GSRoot:: enter()60 void GSRoot::activate() 59 61 { 60 62 // reset game speed to normal 61 63 timeFactor_ = 1.0f; 62 63 {64 // add console commands65 FunctorMember01<GameState, const std::string&>* functor = createFunctor(&GameState::requestState);66 functor->setObject(this);67 this->ccSelectGameState_ = createConsoleCommand(functor, "selectGameState");68 CommandExecutor::addConsoleCommandShortcut(this->ccSelectGameState_);69 }70 64 71 65 { … … 86 80 } 87 81 88 void GSRoot:: leave()82 void GSRoot::deactivate() 89 83 { 90 // destroy console commands91 delete this->ccSelectGameState_;92 93 84 if (this->ccSetTimeFactor_) 94 85 { … … 104 95 } 105 96 106 void GSRoot:: ticked(const Clock& time)97 void GSRoot::update(const Clock& time) 107 98 { 108 99 uint64_t timeBeforeTick = time.getRealMicroseconds(); … … 129 120 // Also add our tick time to the list in GSRoot 130 121 Game::getInstance().addTickTime(timeAfterTick - timeBeforeTick); 131 132 this->tickChild(time);133 122 } 134 123 -
code/branches/gui/src/orxonox/gamestates/GSRoot.h
r2843 r2844 31 31 32 32 #include "OrxonoxPrereqs.h" 33 34 #include <list> 35 #include "core/RootGameState.h" 33 #include "core/GameState.h" 36 34 #include "core/OrxonoxClass.h" 37 35 38 36 namespace orxonox 39 37 { 40 class _OrxonoxExport GSRoot : public RootGameState38 class _OrxonoxExport GSRoot : public GameState 41 39 { 42 friend class ClassIdentifier<GSRoot>; 40 public: 41 GSRoot(const std::string& name); 42 ~GSRoot(); 43 43 44 public: 45 46 public: 47 GSRoot(); 48 ~GSRoot(); 44 void activate(); 45 void deactivate(); 46 void update(const Clock& time); 49 47 50 48 // this has to be public because proteced triggers a bug in msvc … … 55 53 56 54 private: 57 void enter();58 void leave();59 void ticked(const Clock& time);60 61 55 float timeFactor_; //!< A factor that sets the gamespeed. 1 is normal. 62 56 bool bPaused_; … … 64 58 65 59 // console commands 66 ConsoleCommand* ccSelectGameState_;67 60 ConsoleCommand* ccSetTimeFactor_; 68 61 ConsoleCommand* ccPause_; -
code/branches/gui/src/orxonox/gamestates/GSServer.cc
r2817 r2844 33 33 #include "core/Core.h" 34 34 #include "network/Server.h" 35 #include "core/Game.h" 35 36 36 37 namespace orxonox 37 38 { 39 AddGameState(GSServer, "server"); 40 38 41 SetCommandLineArgument(port, 55556).shortcut("p").information("0-65535"); 39 42 40 GSServer::GSServer( )41 : GameState( "server")43 GSServer::GSServer(const std::string& name) 44 : GameState(name) 42 45 , server_(0) 43 46 { … … 48 51 } 49 52 50 void GSServer:: enter()53 void GSServer::activate() 51 54 { 52 55 Core::setHasServer(true); … … 55 58 COUT(0) << "Loading scene in server mode" << std::endl; 56 59 57 GSLevel::enter();58 59 60 server_->open(); 60 61 } 61 62 62 void GSServer:: leave()63 void GSServer::deactivate() 63 64 { 64 GSLevel::leave();65 66 65 this->server_->close(); 67 66 delete this->server_; … … 70 69 } 71 70 72 void GSServer:: ticked(const Clock& time)71 void GSServer::update(const Clock& time) 73 72 { 74 GSLevel::ticked(time);75 73 server_->update(time); 76 this->tickChild(time);77 74 } 78 75 } -
code/branches/gui/src/orxonox/gamestates/GSServer.h
r2817 r2844 33 33 #include "core/GameState.h" 34 34 #include "network/NetworkPrereqs.h" 35 #include "GSLevel.h"36 35 37 36 namespace orxonox 38 37 { 39 class _OrxonoxExport GSServer : public GameState , public GSLevel38 class _OrxonoxExport GSServer : public GameState 40 39 { 41 40 public: 42 GSServer( );41 GSServer(const std::string& name); 43 42 ~GSServer(); 44 43 44 void activate(); 45 void deactivate(); 46 void update(const Clock& time); 47 45 48 private: 46 void enter(); 47 void leave(); 48 void ticked(const Clock& time); 49 50 Server* server_; 49 Server* server_; 51 50 }; 52 51 } -
code/branches/gui/src/orxonox/gamestates/GSStandalone.cc
r2834 r2844 36 36 #include "gui/GUIManager.h" 37 37 #include "GraphicsManager.h" 38 #include "core/Game.h" 38 39 39 40 namespace orxonox 40 41 { 41 GSStandalone::GSStandalone() 42 : GameState("standalone") 42 AddGameState(GSStandalone, "standalone"); 43 44 GSStandalone::GSStandalone(const std::string& name) 45 : GameState(name) 43 46 { 44 47 } … … 49 52 50 53 51 void GSStandalone:: enter()54 void GSStandalone::activate() 52 55 { 53 56 Core::setIsStandalone(true); 54 55 GSLevel::enter();56 57 57 58 guiManager_ = GUIManager::getInstancePtr(); … … 60 61 } 61 62 62 void GSStandalone:: leave()63 void GSStandalone::deactivate() 63 64 { 64 GSLevel::leave();65 66 65 Core::setIsStandalone(false); 67 66 } 68 67 69 void GSStandalone:: ticked(const Clock& time)68 void GSStandalone::update(const Clock& time) 70 69 { 71 70 //Ogre::Viewport* viewport = GraphicsManager::getInstance().getViewport(); … … 77 76 // tick CEGUI 78 77 guiManager_->update(time); 79 80 GSLevel::ticked(time);81 this->tickChild(time);82 78 } 83 79 } -
code/branches/gui/src/orxonox/gamestates/GSStandalone.h
r2817 r2844 32 32 #include "OrxonoxPrereqs.h" 33 33 #include "core/GameState.h" 34 #include "GSLevel.h"35 34 36 35 namespace orxonox 37 36 { 38 class _OrxonoxExport GSStandalone : public GameState , public GSLevel37 class _OrxonoxExport GSStandalone : public GameState 39 38 { 40 39 public: 41 GSStandalone( );40 GSStandalone(const std::string& name); 42 41 ~GSStandalone(); 43 42 43 void activate(); 44 void deactivate(); 45 void update(const Clock& time); 46 44 47 private: 45 void enter(); 46 void leave(); 47 void ticked(const Clock& time); 48 49 GUIManager* guiManager_; 48 GUIManager* guiManager_; 50 49 }; 51 50 } -
code/branches/gui/src/orxonox/overlays/debug/DebugFPSText.cc
r2817 r2844 32 32 #include "util/Convert.h" 33 33 #include "core/CoreIncludes.h" 34 #include " Game.h"34 #include "core/Game.h" 35 35 36 36 namespace orxonox -
code/branches/gui/src/orxonox/overlays/debug/DebugRTRText.cc
r2817 r2844 32 32 #include "core/CoreIncludes.h" 33 33 #include "util/Convert.h" 34 #include " Game.h"34 #include "core/Game.h" 35 35 36 36 namespace orxonox
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