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source: code/branches/gui/src/orxonox/gamestates/GSStandalone.cc @ 2842

Last change on this file since 2842 was 2834, checked in by bknecht, 16 years ago

When you change the camera, the GUI is now newly set. Also: the GUI remembers if it was hidden or not. Only problem at the moment: Input is captured for the wrong thing. Ingame the GUI captures the input.

  • 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 <OgreViewport.h>
33#include <OgreCamera.h>
34#include "core/Core.h"
35#include "core/ConsoleCommand.h"
36#include "gui/GUIManager.h"
37#include "GraphicsManager.h"
38
39namespace orxonox
40{
41    GSStandalone::GSStandalone()
42        : GameState("standalone")
43    {
44    }
45
46    GSStandalone::~GSStandalone()
47    {
48    }
49
50
51    void GSStandalone::enter()
52    {
53        Core::setIsStandalone(true);
54
55        GSLevel::enter();
56
57        guiManager_ = GUIManager::getInstancePtr();
58        // not sure if necessary
59        // guiManager_->loadScene("IngameMenu");
60    }
61
62    void GSStandalone::leave()
63    {
64        GSLevel::leave();
65
66        Core::setIsStandalone(false);
67    }
68
69    void GSStandalone::ticked(const Clock& time)
70    {
71        //Ogre::Viewport* viewport = GraphicsManager::getInstance().getViewport();
72        //COUT(0) << "** " << viewport->getCamera()->getSceneManager() << std::endl;
73        //guiManager_->testFct();
74        //Ogre::Viewport* viewport = GraphicsManager::getInstance().getViewport();
75        //guiManager_->showGUI("IngameMenu", viewport->getCamera()->getSceneManager());
76
77        // tick CEGUI
78        guiManager_->update(time);
79
80        GSLevel::ticked(time);
81        this->tickChild(time);
82    }
83}
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