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Timestamp:
Mar 25, 2009, 5:23:00 PM (15 years ago)
Author:
rgrieder
Message:

Implemented new GameState concept. It doesn't differ that much from the old one, but there's still lots of changes.
The most important change is that one GameState can occur multiple times in the hierarchy.

Short log:

  • No RootGameState anymore. Simply the highest is root.
  • Game::requestGameState(name) can refer to the parent, grandparent, great-grandparent, etc. or one of the children.
  • Requested states are saved. So if you select "level", the next request (even right after the call) will be relative to "level"
  • Game::popState() will simply unload the current one
  • Re added Main.cc again because Game as well as GameState have been moved to the core
  • Adapted all GameStates to the new system

Things should already work, except for network support because standalone only works with a little hack.
We can now start creating a better hierarchy.

File:
1 edited

Legend:

Unmodified
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  • code/branches/gui/src/orxonox/OrxonoxPrereqs.h

    r2801 r2844  
    7777    namespace MunitionType
    7878    {
    79 
    80 
    81 
    8279        enum Enum
    8380        { laserGunMunition };
     
    238235    //gui
    239236    class GUIManager;
    240 
    241     // game states
    242     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;
    251237}
    252238
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