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source: code/branches/objecthierarchy/src/orxonox/gamestates/GSStandalone.cc @ 1949

Last change on this file since 1949 was 1949, checked in by rgrieder, 16 years ago

Moved all showsGraphics, hasServer, etc. functions from Settings class to Core class.
This was necessary to avoid circular dependencies.

  • Property svn:eol-style set to native
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSStandalone.h"
31
32#include "core/input/InputManager.h"
33#include "core/ConsoleCommand.h"
34#include "core/Core.h"
35
36namespace orxonox
37{
38    GSStandalone::GSStandalone()
39        : GSLevel("standalone")
40    {
41    }
42
43    GSStandalone::~GSStandalone()
44    {
45    }
46
47    void GSStandalone::enter()
48    {
49        GSLevel::enter();
50
51        this->loadLevel();
52
53        // add console commands
54        FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::setTimeFactor);
55        functor->setObject(this);
56        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);;
57
58        // level is loaded: we can start capturing the input
59        InputManager::getInstance().requestEnterState("game");
60
61        Core::setIsStandalone(true);
62    }
63
64    void GSStandalone::leave()
65    {
66        InputManager::getInstance().requestLeaveState("game");
67
68        // TODO: Remove and destroy console command
69
70        this->unloadLevel();
71
72        GSLevel::leave();
73
74        Core::setIsStandalone(false);
75    }
76
77    void GSStandalone::ticked(const Clock& time)
78    {
79        GSLevel::ticked(time);
80        this->tickChild(time);
81    }
82}
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