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source: code/branches/Boxhead_FS19/src/orxonox/gamestates/GSLevel.h @ 12209

Last change on this file since 12209 was 11355, checked in by patricwi, 8 years ago

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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 *      Benjamin Knecht
26 *
27 */
28
29#ifndef _GSLevel_H__
30#define _GSLevel_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <set>
36#include "core/GameState.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport GSLevel : public GameState
41    {
42    public:
43        GSLevel(const GameStateInfo& info);
44        ~GSLevel();
45
46        virtual void activate() override;
47        virtual void deactivate() override;
48        virtual void update(const Clock& time) override;
49
50        static void startMainMenu(void); //!< Starts the MainMenu
51        static void changeGame(const std::string& level); //!< Terminates the current game and starts a new game.
52
53        void reloadLevel();
54
55    private:
56        void loadLevel();
57        void unloadLevel();
58        void unloadLevelAsClient();
59
60        void prepareObjectTracking();
61        void performObjectTracking();
62
63        InputState*              gameInputState_;          //!< input state for normal ingame playing
64        InputState*              guiMouseOnlyInputState_;  //!< input state if we only need the mouse to use the GUI
65        InputState*              guiKeysOnlyInputState_;   //!< input state if we only need the keys to use the GUI
66
67        XMLFile* startFile_;
68        std::set<BaseObject*> staticObjects_;
69        bool bShowIngameGUI_;
70    };
71}
72
73#endif /* _GSLevel_H__ */
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