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source: code/branches/questsystem/src/orxonox/gamestates/GSStandalone.cc @ 2258

Last change on this file since 2258 was 1755, checked in by rgrieder, 16 years ago

merged gui back to trunk.
update the media repository!

  • Property svn:eol-style set to native
File size: 2.1 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 "core/input/InputManager.h"
33#include "core/ConsoleCommand.h"
34
35namespace orxonox
36{
37    GSStandalone::GSStandalone()
38        : GSLevel("standalone")
39    {
40    }
41
42    GSStandalone::~GSStandalone()
43    {
44    }
45
46    void GSStandalone::enter()
47    {
48        GSLevel::enter();
49
50        this->loadLevel();
51
52        // add console commands
53        FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::setTimeFactor);
54        functor->setObject(this);
55        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);;
56
57        // level is loaded: we can start capturing the input
58        InputManager::getInstance().requestEnterState("game");
59    }
60
61    void GSStandalone::leave()
62    {
63        InputManager::getInstance().requestLeaveState("game");
64
65        // TODO: Remove and destroy console command
66
67        this->unloadLevel();
68
69        GSLevel::leave();
70    }
71
72    void GSStandalone::ticked(const Clock& time)
73    {
74        GSLevel::ticked(time);
75        this->tickChild(time);
76    }
77}
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