- Timestamp:
- Jun 1, 2005, 10:16:23 PM (19 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 4 deleted
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/lib/coord/pilot_node.cc
r4438 r4443 18 18 19 19 #include "pilot_node.h" 20 #include "command_node.h"21 20 #include "event_handler.h" 22 21 #include "event.h" -
orxonox/trunk/src/lib/coord/pilot_node.h
r4424 r4443 8 8 #define _PILOT_NODE_H 9 9 10 #include "comincl.h"11 10 #include "world_entity.h" 12 11 #include "event_listener.h" -
orxonox/trunk/src/util/event/key_names.cc
r4398 r4443 14 14 */ 15 15 16 #include "key names.h"16 #include "key_names.h" 17 17 18 18 #include "stdincl.h" -
orxonox/trunk/src/util/loading/game_loader.cc
r4411 r4443 22 22 #include "orxonox.h" 23 23 #include "camera.h" 24 #include "command_node.h"25 24 #include "vector.h" 26 25 #include "resource_manager.h" … … 37 36 GameLoader* GameLoader::singletonRef = 0; 38 37 39 38 /* 39 \brief simple constructor 40 */ 40 41 GameLoader::GameLoader () 41 42 { … … 44 45 45 46 47 /* 48 \brief simple deconstructor 49 */ 46 50 GameLoader::~GameLoader () {} 47 51 … … 132 136 } 133 137 138 139 /** 140 \brief starts the current entity 141 \returns error code if this action has caused a error 142 */ 134 143 ErrorMessage GameLoader::start() 135 144 { … … 139 148 140 149 150 /** 151 \brief stops the current entity 152 \returns error code if this action has caused a error 153 154 ATTENTION: this function shouldn't call other functions, or if so, they must return 155 after finishing. If you ignore or forget to do so, the current entity is not able to 156 terminate and it will run in the background or the ressources can't be freed or even 157 worse: are freed and the program will end in a segmentation fault! 158 hehehe, have ya seen it... :) 159 */ 141 160 ErrorMessage GameLoader::stop() 142 161 { … … 147 166 148 167 168 /** 169 \brief pause the current entity 170 \returns error code if this action has caused a error 171 172 this pauses the current entity or passes this call forth to the running entity. 173 */ 149 174 ErrorMessage GameLoader::pause() 150 175 { … … 155 180 156 181 182 /** 183 \brief resumes a pause 184 \returns error code if this action has caused a error 185 186 this resumess the current entity or passes this call forth to the running entity. 187 */ 157 188 ErrorMessage GameLoader::resume() 158 189 { … … 161 192 this->currentCampaign->resume(); 162 193 } 194 163 195 164 196 /** … … 223 255 /** 224 256 \brief handle keyboard commands 225 \param cmd: the command to handle 226 \returns true if the command was handled by the system 227 */ 228 bool GameLoader::worldCommand (Command* cmd) 229 { 230 if( !strcmp( cmd->cmd, CONFIG_NAME_NEXT_WORLD)) 231 { 232 if( !cmd->bUp) 233 { 234 this->nextLevel(); 235 } 236 return true; 237 } 238 else if( !strcmp( cmd->cmd, CONFIG_NAME_PREV_WORLD)) 239 { 240 if( !cmd->bUp) 241 { 242 this->previousLevel(); 243 } 244 return true; 245 } 246 else if( !strcmp( cmd->cmd, CONFIG_NAME_PAUSE)) 247 { 248 if( !cmd->bUp) 249 { 250 if(this->isPaused) 251 this->resume(); 252 else 253 this->pause(); 254 } 255 return true; 256 } 257 else if( !strcmp( cmd->cmd, CONFIG_NAME_QUIT)) 258 { 259 if( !cmd->bUp) this->stop(); 260 return true; 261 } 262 return false; 263 } 264 265 266 267 257 \param the event to handle 258 */ 268 259 void GameLoader::process(const Event& event) 269 260 { … … 298 289 } 299 290 291 300 292 /* 301 293 \brief this changes to the next level … … 319 311 } 320 312 313 321 314 /** 322 315 \brief add a Factory to the Factory Q … … 332 325 else first->registerFactory( factory); 333 326 } 327 334 328 335 329 /**
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