222 lines
6.5 KiB
C++
222 lines
6.5 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009-2015 Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef STATE_MANAGER_HPP
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#define STATE_MANAGER_HPP
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/**
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* \defgroup states_screens
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* Contains the various screens and dialogs of the STK user interface,
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* using the facilities of the guiengine module.
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*/
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#include <string>
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#include "config/player_profile.hpp"
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#include "guiengine/abstract_state_manager.hpp"
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#include "utils/ptr_vector.hpp"
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class AbstractKart;
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class InputDevice;
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struct Input;
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namespace Online
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{
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class OnlineProfile;
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}
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namespace GUIEngine
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{
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class Widget;
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}
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/**
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* \brief the player ID of the "game master" player
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* the game master is the player that can perform the game setup
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* \ingroup states_screens
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*/
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const static int PLAYER_ID_GAME_MASTER = 0;
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/**
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* \brief A concrete scene manager, derived from GUIEngine's
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* AbastractSceneManager
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* \ingroup states_screens
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*/
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class StateManager : public GUIEngine::AbstractStateManager
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{
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void updateActivePlayerIDs();
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public:
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/**
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* Represents a player that is currently playing.
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* Ties together :
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* - a player's identity (and thus his/her highscores)
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* - which input device is used by which player
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* (we're very flexible on this; ActivePlayer #1
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* can choose to e.g. use profile #5 and device #2)
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*/
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class ActivePlayer
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{
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friend class StateManager;
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PlayerProfile *m_player;
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InputDevice *m_device;
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/** Pointer to the kart of this player, only valid during the game. */
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AbstractKart *m_kart;
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/** ID of this player within the list of active players */
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int m_id;
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ActivePlayer(PlayerProfile* player, InputDevice* device);
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#ifdef DEBUG
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unsigned int m_magic_number;
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#endif
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public:
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~ActivePlayer();
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#ifdef DEBUG
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bool ok()
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{
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return (m_magic_number == 0xAC1EF1AE);
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} // ok
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#endif
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// --------------------------------------------------------------------
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/** \return the identity of this active player */
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PlayerProfile* getProfile()
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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return m_player;
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} // getProfile
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// --------------------------------------------------------------------
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/** \return the identity of this active player */
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const PlayerProfile* getConstProfile() const
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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return m_player;
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} // getConstProfile
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// --------------------------------------------------------------------
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/** Call to change the identity of this player (useful when player is
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* selecting his identity) */
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void setPlayerProfile(PlayerProfile* player);
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// --------------------------------------------------------------------
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/** ID of this player within the list of active players */
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int getID() const
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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return m_id;
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} // getID
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// --------------------------------------------------------------------
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/** \return Which input device this player is using, or NULL if none
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* is set yet */
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InputDevice* getDevice() const
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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return m_device;
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} // getDevice
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// --------------------------------------------------------------------
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void setDevice(InputDevice* device);
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// --------------------------------------------------------------------
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/** Sets the kart for this player. */
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void setKart(AbstractKart *kart)
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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m_kart = kart;
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} // setKart
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// --------------------------------------------------------------------
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/** \return the kart of this player. Only valid while world exists. */
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AbstractKart* getKart()
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{
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#ifdef DEBUG
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assert(m_magic_number == 0xAC1EF1AE);
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#endif
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return m_kart;
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} // getKart
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}; // ActivePlayer
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// ========================================================================
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const PtrVector<ActivePlayer, HOLD>& getActivePlayers()
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{ return m_active_players; }
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ActivePlayer* getActivePlayer(const int id);
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/** \return the PlayerProfile of a given ActivePlayer.
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* \param id the ID of the active player for whichyou want the profile
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*/
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const PlayerProfile* getActivePlayerProfile(const int id);
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int createActivePlayer(PlayerProfile *profile, InputDevice *device);
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void removeActivePlayer(int id);
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unsigned int activePlayerCount();
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void resetActivePlayers();
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/** \return whether to reduce FPS at the moment
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* \note this can be useful to avoid being too CPU/GPU intensive in
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* parts of the game that don't require high framerates, like
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* menus
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*/
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bool throttleFPS();
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/** \brief implementing callback from base class AbstractStateManager */
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void escapePressed();
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/** \brief implementing callback from base class AbstractStateManager */
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virtual void onGameStateChange(GUIEngine::GameState new_state);
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/** \brief implementing callback from base class AbstractStateManager */
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virtual void onStackEmptied();
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/** \brief implementing callback from base class AbstractStateManager */
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virtual void onTopMostScreenChanged();
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// singleton
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static StateManager* get();
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static void deallocate();
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private:
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/**
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* A list of all currently playing players.
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*/
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PtrVector<ActivePlayer, HOLD> m_active_players;
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};
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#endif
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