Changeset 7867 in orxonox.OLD for branches/gui/src
- Timestamp:
- May 26, 2006, 1:19:46 PM (19 years ago)
- Location:
- branches/gui/src
- Files:
-
- 12 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/gui/src/lib/event/event_listener.cc
r7866 r7867 18 18 #include "event_listener.h" 19 19 #include "event_handler.h" 20 21 using namespace std;22 23 20 24 21 /** -
branches/gui/src/lib/graphics/graphics_engine.cc
r7840 r7867 18 18 #include "graphics_engine.h" 19 19 #include "util/loading/resource_manager.h" 20 #include "event_handler.h"21 20 #include "state.h" 22 21 -
branches/gui/src/lib/util/loading/game_loader.cc
r7374 r7867 26 26 #include "util/loading/resource_manager.h" 27 27 28 #include "event_handler.h" 29 30 31 namespace OrxShell 32 { 33 34 SHELL_COMMAND(quit, GameLoader, stop) 35 ->describe("quits the game") 36 ->setAlias("orxoquit"); 37 38 39 GameLoader* GameLoader::singletonRef = NULL; 40 41 42 /** 43 * simple constructor 44 */ 45 GameLoader::GameLoader () 46 { 47 this->setClassID(CL_GAME_LOADER, "GameLoader"); 48 this->setName("GameLoader"); 49 this->bRun = true; 50 } 51 52 53 /** 54 * simple deconstructor 55 */ 56 GameLoader::~GameLoader () 57 { 58 if( this->currentCampaign) 59 delete this->currentCampaign; 60 this->currentCampaign = NULL; 61 } 62 63 64 /** 65 * initializes the GameLoader 66 */ 67 ErrorMessage GameLoader::init() 68 { 69 if(this->currentCampaign != NULL) 70 this->currentCampaign->init(); 71 72 this->eventHandler = EventHandler::getInstance(); 73 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); 74 this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT); //< External Quit Event 75 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT); 76 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); 77 this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); 78 } 79 80 81 /** 82 * reads a campaign definition file into a campaign class 83 * @param fileName to be loaded 84 * @returns the loaded campaign 85 * 86 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 87 */ 88 ErrorMessage GameLoader::loadCampaign(const std::string& fileName) 89 { 90 ErrorMessage errorCode; 91 std::string campaignName = ResourceManager::getFullName(fileName); 92 if (!campaignName.empty()) 28 #include "key_mapper.h" 29 30 31 32 SHELL_COMMAND(quit, GameLoader, stop) 33 ->describe("quits the game") 34 ->setAlias("orxoquit"); 35 36 37 GameLoader* GameLoader::singletonRef = NULL; 38 39 40 /** 41 * simple constructor 42 */ 43 GameLoader::GameLoader () 44 { 45 this->setClassID(CL_GAME_LOADER, "GameLoader"); 46 this->setName("GameLoader"); 47 this->bRun = true; 48 } 49 50 51 /** 52 * simple deconstructor 53 */ 54 GameLoader::~GameLoader () 55 { 56 if( this->currentCampaign) 57 delete this->currentCampaign; 58 this->currentCampaign = NULL; 59 } 60 61 62 /** 63 * initializes the GameLoader 64 */ 65 ErrorMessage GameLoader::init() 66 { 67 if(this->currentCampaign != NULL) 68 this->currentCampaign->init(); 69 70 this->subscribeEvent(ES_GAME, KeyMapper::PEV_PAUSE); 71 this->subscribeEvent(ES_ALL, EV_MAIN_QUIT); //< External Quit Event 72 this->subscribeEvent(ES_GAME, KeyMapper::PEV_QUIT); 73 this->subscribeEvent(ES_GAME, KeyMapper::PEV_NEXT_WORLD); 74 this->subscribeEvent(ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); 75 } 76 77 78 /** 79 * reads a campaign definition file into a campaign class 80 * @param fileName to be loaded 81 * @returns the loaded campaign 82 * 83 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 84 */ 85 ErrorMessage GameLoader::loadCampaign(const std::string& fileName) 86 { 87 ErrorMessage errorCode; 88 std::string campaignName = ResourceManager::getFullName(fileName); 89 if (!campaignName.empty()) 90 { 91 this->currentCampaign = this->fileToCampaign(campaignName); 92 } 93 } 94 95 96 /** 97 * reads a campaign definition file into a campaign class 98 * @param fileName to be loaded 99 * @returns the loaded campaign 100 * 101 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 102 */ 103 ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) 104 { 105 ErrorMessage errorCode; 106 std::string campaignName = ResourceManager::getFullName(fileName); 107 if (!campaignName.empty()) 108 { 109 this->currentCampaign = this->fileToCampaign(campaignName); 110 } 111 } 112 113 114 /** 115 * loads a debug campaign for test purposes only. 116 * @param campaignID the identifier of the campaign. 117 * @returns error message if not able to do so. 118 */ 119 ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) 120 { 121 switch(campaignID) 122 { 123 /* 124 Debug Level 0: Debug level used to test the base frame work. 125 As you can see, all storyentity data is allocated before game 126 start. the storyentity will load themselfs shortly before start 127 through the StoryEntity::init() funtion. 128 */ 129 case DEBUG_CAMPAIGN_0: 130 { 131 /* Campaign* debugCampaign = new Campaign(); 132 133 World* world0 = new World(DEBUG_WORLD_0); 134 world0->setNextStoryID(WORLD_ID_1); 135 debugCampaign->addEntity(world0, WORLD_ID_0); 136 137 World* world1 = new World(DEBUG_WORLD_1); 138 world1->setNextStoryID(WORLD_ID_2); 139 debugCampaign->addEntity(world1, WORLD_ID_1); 140 141 World* world2 = new World(DEBUG_WORLD_2); 142 world2->setNextStoryID(WORLD_ID_GAMEEND); 143 debugCampaign->addEntity(world2, WORLD_ID_2); 144 145 this->currentCampaign = debugCampaign; 146 break;*/ 147 } 148 } 149 } 150 151 152 /** 153 * starts the current entity 154 * @returns error code if this action has caused a error 155 */ 156 ErrorMessage GameLoader::start() 157 { 158 if(this->currentCampaign != NULL) 159 { 160 this->currentCampaign->start(); 161 } 162 } 163 164 165 /** 166 * stops the current entity 167 * @returns error code if this action has caused a error 168 * 169 * ATTENTION: this function shouldn't call other functions, or if so, they must return 170 * after finishing. If you ignore or forget to do so, the current entity is not able to 171 * terminate and it will run in the background or the ressources can't be freed or even 172 * worse: are freed and the program will end in a segmentation fault! 173 * hehehe, have ya seen it... :) 174 */ 175 void GameLoader::stop() 176 { 177 if(this->currentCampaign != NULL) 178 this->currentCampaign->stop(); 179 } 180 181 182 /** 183 * pause the current entity 184 * @returns error code if this action has caused a error 185 * 186 * this pauses the current entity or passes this call forth to the running entity. 187 */ 188 ErrorMessage GameLoader::pause() 189 { 190 this->isPaused = true; 191 if(this->currentCampaign != NULL) 192 this->currentCampaign->pause(); 193 } 194 195 196 /** 197 * resumes a pause 198 * @returns error code if this action has caused a error 199 * 200 * this resumess the current entity or passes this call forth to the running entity. 201 */ 202 ErrorMessage GameLoader::resume() 203 { 204 this->isPaused = false; 205 if(this->currentCampaign != NULL) 206 this->currentCampaign->resume(); 207 } 208 209 210 /** 211 * reads a campaign definition file into a campaign class 212 * @param fileName to be loaded 213 * @returns the loaded campaign 214 * 215 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 216 */ 217 Campaign* GameLoader::fileToCampaign(const std::string& fileName) 218 { 219 /* do not entirely load the campaign. just the current world 220 before start of each world, it has to be initialized so it 221 can load everything it needs into memory then. 222 */ 223 224 if( fileName.empty()) 225 { 226 PRINTF(2)("No filename specified for loading"); 227 return NULL; 228 } 229 230 TiXmlDocument XMLDoc(fileName); 231 // load the campaign document 232 if( !XMLDoc.LoadFile(fileName)) 233 { 234 // report an error 235 PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); 236 return NULL; 237 } 238 239 // check basic validity 240 TiXmlElement* root = XMLDoc.RootElement(); 241 assert( root != NULL); 242 243 if( strcmp( root->Value(), "Campaign")) 244 { 245 // report an error 246 PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); 247 return NULL; 248 } 249 250 // construct campaign 251 return new Campaign( root); 252 } 253 254 255 256 /** 257 * handle keyboard commands 258 * @param event the event to handle 259 */ 260 void GameLoader::process(const Event& event) 261 { 262 if( event.type == KeyMapper::PEV_NEXT_WORLD) 263 { 264 if( likely(event.bPressed)) 93 265 { 94 this-> currentCampaign = this->fileToCampaign(campaignName);266 this->switchToNextLevel(); 95 267 } 96 268 } 97 98 99 /** 100 * reads a campaign definition file into a campaign class 101 * @param fileName to be loaded 102 * @returns the loaded campaign 103 * 104 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 105 */ 106 ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) 107 { 108 ErrorMessage errorCode; 109 std::string campaignName = ResourceManager::getFullName(fileName); 110 if (!campaignName.empty()) 269 else if( event.type == KeyMapper::PEV_PAUSE) 270 { 271 if( likely(event.bPressed)) 111 272 { 112 this->currentCampaign = this->fileToCampaign(campaignName); 273 if(this->isPaused) 274 this->resume(); 275 else 276 this->pause(); 113 277 } 114 278 } 115 116 117 /** 118 * loads a debug campaign for test purposes only. 119 * @param campaignID the identifier of the campaign. 120 * @returns error message if not able to do so. 121 */ 122 ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) 123 { 124 switch(campaignID) 125 { 126 /* 127 Debug Level 0: Debug level used to test the base frame work. 128 As you can see, all storyentity data is allocated before game 129 start. the storyentity will load themselfs shortly before start 130 through the StoryEntity::init() funtion. 131 */ 132 case DEBUG_CAMPAIGN_0: 133 { 134 /* Campaign* debugCampaign = new Campaign(); 135 136 World* world0 = new World(DEBUG_WORLD_0); 137 world0->setNextStoryID(WORLD_ID_1); 138 debugCampaign->addEntity(world0, WORLD_ID_0); 139 140 World* world1 = new World(DEBUG_WORLD_1); 141 world1->setNextStoryID(WORLD_ID_2); 142 debugCampaign->addEntity(world1, WORLD_ID_1); 143 144 World* world2 = new World(DEBUG_WORLD_2); 145 world2->setNextStoryID(WORLD_ID_GAMEEND); 146 debugCampaign->addEntity(world2, WORLD_ID_2); 147 148 this->currentCampaign = debugCampaign; 149 break;*/ 150 } 151 } 152 } 153 154 155 /** 156 * starts the current entity 157 * @returns error code if this action has caused a error 158 */ 159 ErrorMessage GameLoader::start() 160 { 161 if(this->currentCampaign != NULL) 162 { 163 this->currentCampaign->start(); 164 } 165 } 166 167 168 /** 169 * stops the current entity 170 * @returns error code if this action has caused a error 171 * 172 * ATTENTION: this function shouldn't call other functions, or if so, they must return 173 * after finishing. If you ignore or forget to do so, the current entity is not able to 174 * terminate and it will run in the background or the ressources can't be freed or even 175 * worse: are freed and the program will end in a segmentation fault! 176 * hehehe, have ya seen it... :) 177 */ 178 void GameLoader::stop() 179 { 180 if(this->currentCampaign != NULL) 181 this->currentCampaign->stop(); 182 } 183 184 185 /** 186 * pause the current entity 187 * @returns error code if this action has caused a error 188 * 189 * this pauses the current entity or passes this call forth to the running entity. 190 */ 191 ErrorMessage GameLoader::pause() 192 { 193 this->isPaused = true; 194 if(this->currentCampaign != NULL) 195 this->currentCampaign->pause(); 196 } 197 198 199 /** 200 * resumes a pause 201 * @returns error code if this action has caused a error 202 * 203 * this resumess the current entity or passes this call forth to the running entity. 204 */ 205 ErrorMessage GameLoader::resume() 206 { 207 this->isPaused = false; 208 if(this->currentCampaign != NULL) 209 this->currentCampaign->resume(); 210 } 211 212 213 /** 214 * reads a campaign definition file into a campaign class 215 * @param fileName to be loaded 216 * @returns the loaded campaign 217 * 218 * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns 219 */ 220 Campaign* GameLoader::fileToCampaign(const std::string& fileName) 221 { 222 /* do not entirely load the campaign. just the current world 223 before start of each world, it has to be initialized so it 224 can load everything it needs into memory then. 225 */ 226 227 if( fileName.empty()) 228 { 229 PRINTF(2)("No filename specified for loading"); 230 return NULL; 231 } 232 233 TiXmlDocument XMLDoc(fileName); 234 // load the campaign document 235 if( !XMLDoc.LoadFile(fileName)) 236 { 237 // report an error 238 PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); 239 return NULL; 240 } 241 242 // check basic validity 243 TiXmlElement* root = XMLDoc.RootElement(); 244 assert( root != NULL); 245 246 if( strcmp( root->Value(), "Campaign")) 247 { 248 // report an error 249 PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); 250 return NULL; 251 } 252 253 // construct campaign 254 return new Campaign( root); 255 } 256 257 258 259 /** 260 * handle keyboard commands 261 * @param event the event to handle 262 */ 263 void GameLoader::process(const Event& event) 264 { 265 if( event.type == KeyMapper::PEV_NEXT_WORLD) 266 { 267 if( likely(event.bPressed)) 268 { 269 this->switchToNextLevel(); 270 } 271 } 272 else if( event.type == KeyMapper::PEV_PAUSE) 273 { 274 if( likely(event.bPressed)) 275 { 276 if(this->isPaused) 277 this->resume(); 278 else 279 this->pause(); 280 } 281 } 282 else if( event.type == KeyMapper::PEV_QUIT) 283 { 284 if( event.bPressed) this->stop(); 285 } 286 else if (event.type == EV_MAIN_QUIT) 287 this->stop(); 288 } 289 290 291 /** 292 * this changes to the next level 293 */ 294 void GameLoader::switchToNextLevel() 295 { 296 if(this->currentCampaign != NULL) 297 this->currentCampaign->switchToNextLevel(); 298 } 299 300 } 279 else if( event.type == KeyMapper::PEV_QUIT) 280 { 281 if( event.bPressed) this->stop(); 282 } 283 else if (event.type == EV_MAIN_QUIT) 284 this->stop(); 285 } 286 287 288 /** 289 * this changes to the next level 290 */ 291 void GameLoader::switchToNextLevel() 292 { 293 if(this->currentCampaign != NULL) 294 this->currentCampaign->switchToNextLevel(); 295 } 296 -
branches/gui/src/lib/util/loading/game_loader.h
r7221 r7867 23 23 class BaseObject; 24 24 class Event; 25 class EventHandler;26 25 27 26 //! The GameLoader … … 73 72 74 73 Campaign* currentCampaign; //!< reference to the current campaign playing 75 76 EventHandler* eventHandler; //!< reference to the eventHandler77 74 }; 78 75 -
branches/gui/src/util/track/pilot_node.cc
r6997 r7867 20 20 21 21 #include "pilot_node.h" 22 #include "event_handler.h"23 22 #include "event.h" 23 #include "key_mapper.h" 24 24 25 using namespace std;26 25 27 26 /** -
branches/gui/src/world_entities/camera.cc
r7866 r7867 16 16 17 17 #include "camera.h" 18 19 #include "event_handler.h" 20 21 using namespace std; 22 18 #include "key_mapper.h" 23 19 24 20 /** -
branches/gui/src/world_entities/creatures/md2_creature.cc
r7337 r7867 32 32 #include "util/loading/factory.h" 33 33 #include "key_mapper.h" 34 #include "event_handler.h"35 34 36 35 #include "graphics_engine.h" -
branches/gui/src/world_entities/space_ships/helicopter.cc
r7810 r7867 28 28 29 29 #include "key_mapper.h" 30 #include "event_handler.h"31 30 #include "state.h" 32 31 -
branches/gui/src/world_entities/space_ships/hover.cc
r7337 r7867 26 26 #include "util/loading/factory.h" 27 27 #include "key_mapper.h" 28 #include "event_handler.h"29 28 #include "state.h" 30 29 -
branches/gui/src/world_entities/space_ships/space_ship.cc
r7346 r7867 31 31 #include "util/loading/factory.h" 32 32 #include "key_mapper.h" 33 #include "event_handler.h"34 33 35 34 #include "network_game_manager.h" -
branches/gui/src/world_entities/space_ships/turbine_hover.cc
r7348 r7867 26 26 #include "util/loading/factory.h" 27 27 #include "key_mapper.h" 28 #include "event_handler.h"29 28 #include "state.h" 30 29 … … 32 31 #include "dot_emitter.h" 33 32 #include "sprite_particles.h" 34 35 using namespace std;36 33 37 34 CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER); … … 176 173 177 174 178 //add events to the eventlist 179 registerEvent(KeyMapper::PEV_FORWARD);180 registerEvent(KeyMapper::PEV_BACKWARD);181 registerEvent(KeyMapper::PEV_LEFT);182 registerEvent(KeyMapper::PEV_RIGHT);183 registerEvent(KeyMapper::PEV_UP);184 registerEvent(KeyMapper::PEV_DOWN);185 registerEvent(KeyMapper::PEV_FIRE1);186 registerEvent(KeyMapper::PEV_NEXT_WEAPON);187 registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);188 registerEvent(EV_MOUSE_MOTION);175 //add events to the eventlist of the Playable 176 this->registerEvent(KeyMapper::PEV_FORWARD); 177 this->registerEvent(KeyMapper::PEV_BACKWARD); 178 this->registerEvent(KeyMapper::PEV_LEFT); 179 this->registerEvent(KeyMapper::PEV_RIGHT); 180 this->registerEvent(KeyMapper::PEV_UP); 181 this->registerEvent(KeyMapper::PEV_DOWN); 182 this->registerEvent(KeyMapper::PEV_FIRE1); 183 this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); 184 this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); 185 this->registerEvent(EV_MOUSE_MOTION); 189 186 190 187 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); -
branches/gui/src/world_entities/weapons/crosshair.cc
r7866 r7867 17 17 18 18 #include "crosshair.h" 19 #include "event_handler.h"20 19 21 20 #include "util/loading/load_param.h"
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