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source: code/trunk/src/libraries/core/GameState.cc @ 11993

Last change on this file since 11993 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 2.6 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 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of GameState class.
33*/
34
35#include "GameState.h"
36
37#include "util/Exception.h"
38#include "util/OrxAssert.h"
39#include "Game.h"
40
41namespace orxonox
42{
43    /**
44    @brief
45        Constructor only initialises variables and sets the name permanently.
46    */
47    GameState::GameState(const GameStateInfo& info)
48        : info_(info)
49    {
50        this->activity_.activating   = false;
51        this->activity_.active       = false;
52        this->activity_.deactivating = false;
53        this->activity_.suspended    = false;
54        this->activity_.topState     = false;
55        this->activity_.updating     = false;
56    }
57
58    /**
59    @brief
60        Destructor only checks that we don't delete an active state.
61    */
62    GameState::~GameState()
63    {
64        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
65    }
66
67    const std::string& GameState::getName() const
68    {
69        return info_.stateName;
70    }
71
72    void GameState::activateInternal()
73    {
74        this->activity_.activating = true;
75        this->activate();
76        this->activity_.activating = false;
77        this->activity_.active = true;
78    }
79
80    void GameState::deactivateInternal()
81    {
82        this->activity_.active = false;
83        this->activity_.deactivating = true;
84        this->deactivate();
85        this->activity_.deactivating = false;
86        this->activity_.suspended = false;
87        this->activity_.updating = false;
88    }
89
90    void GameState::updateInternal(const Clock& time)
91    {
92        this->activity_.updating = true;
93        this->update(time);
94        this->activity_.updating = false;
95    }
96}
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