/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * Benjamin Knecht * */ /** @file @brief Implementation of Graphics GameState class. */ #include "GSGraphics.h" #include "core/CommandExecutor.h" #include "core/ConsoleCommand.h" #include "core/Game.h" #include "core/GUIManager.h" // HACK: #include "overlays/Map.h" namespace orxonox { DeclareGameState(GSGraphics, "graphics", false, true); GSGraphics::GSGraphics(const GameStateInfo& info) : GameState(info) { } GSGraphics::~GSGraphics() { } /** @brief This function is called when we enter this game state. There is only one thing to do here: \li create console command to toggle GUI */ void GSGraphics::activate() { } /** @brief This function is called when the game state is left */ void GSGraphics::deactivate() { // HACK: (destroys a resource smart pointer) Map::hackDestroyMap(); } void GSGraphics::update(const Clock& time) { if (this->getActivity().topState) { // This state can not 'survive' on its own. // Load a user interface therefore Game::getInstance().requestState("mainMenu"); } } }