Changeset 8830 for code/branches/output/src/libraries/core/Game.cc
- Timestamp:
- Aug 7, 2011, 10:51:54 PM (13 years ago)
- File:
-
- 1 edited
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code/branches/output/src/libraries/core/Game.cc
r8806 r8830 84 84 , destructionHelper_(this) 85 85 { 86 orxout(internal_status) << "initializing Game object..." << endl; 87 86 88 #ifdef ORXONOX_PLATFORM_WINDOWS 87 89 minimumSleepTime_ = 1000/*us*/; … … 106 108 107 109 // Create the Core 110 orxout(internal_info) << "creating Core object:" << endl; 108 111 this->core_ = new Core(cmdLine); 109 112 … … 125 128 this->loadedTopStateNode_ = this->rootStateNode_; 126 129 this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); 130 131 orxout(internal_status) << "finished initializing Game object" << endl; 127 132 } 128 133 129 134 void Game::destroy() 130 135 { 136 orxout(internal_status) << "destroying Game object..." << endl; 137 131 138 // Remove us from the object lists again to avoid problems when destroying them 132 139 this->unregisterObject(); … … 139 146 safeObjectDelete(&core_); 140 147 safeObjectDelete(&gameClock_); 148 149 orxout(internal_status) << "finished destroying Game object..." << endl; 141 150 } 142 151 … … 165 174 orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl; 166 175 176 // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop 177 this->updateGameStateStack(); 178 179 orxout(user_status) << "Game loaded" << endl; 180 orxout(internal_status) << "--------------------------------------------------" << endl; 181 orxout(internal_status) << "starting main loop..." << endl; 182 167 183 // START GAME 168 184 // first delta time should be about 0 seconds … … 217 233 this->updateFPSLimiter(); 218 234 } 235 236 orxout(internal_status) << "finished main loop" << endl; 237 orxout(internal_status) << "--------------------------------------------------" << endl; 219 238 220 239 // UNLOAD all remaining states … … 338 357 void Game::stop() 339 358 { 359 orxout(user_status) << "Exit" << endl; 340 360 this->bAbort_ = true; 341 361 } … … 507 527 if (!GameMode::showsGraphics()) 508 528 { 529 orxout(user_status) << "Loading graphics" << endl; 530 orxout(internal_info) << "loading graphics in Game" << endl; 531 509 532 core_->loadGraphics(); 510 533 Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); … … 524 547 } 525 548 graphicsUnloader.Dismiss(); 549 550 orxout(internal_info) << "finished loading graphics in Game" << endl; 526 551 } 527 552 } … … 531 556 if (GameMode::showsGraphics()) 532 557 { 558 orxout(user_status) << "Unloading graphics" << endl; 559 orxout(internal_info) << "unloading graphics in Game" << endl; 560 533 561 // Destroy all the GameStates that require graphics 534 562 for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) … … 555 583 void Game::loadState(const std::string& name) 556 584 { 585 orxout(internal_status) << "loading state '" << name << "'" << endl; 586 557 587 this->bChangingState_ = true; 558 588 LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard); … … 577 607 void Game::unloadState(const std::string& name) 578 608 { 609 orxout(internal_status) << "unloading state '" << name << "'" << endl; 610 579 611 this->bChangingState_ = true; 580 612 try
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