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Timestamp:
Aug 14, 2009, 3:07:59 AM (15 years ago)
Author:
landauf
Message:

sorry, large commit, but all changes are dependent:

  • Created a new plugin for the questsystem (called just "quest" for the moment because I'd had to rename the directory otherwise (the tolua script enforces this))
  • Added QuestPrereqs.h file and _QuestExport macro
  • Moved the GUI-name ↔ PlayerInfo map from QuestManager to GUIManager
  • Moved NotificationOverlay and NotificationQueue from overlays to quest and linked the overlays plugin into the quest plugin
  • Made QuestManager and NotificationManager ScopedSingletons with ScopeID GSLevel. Also removed both singletons from GSLevel and added the Scope instance instead.
File:
1 edited

Legend:

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  • code/branches/libraries/src/orxonox/gamestates/GSLevel.h

    r5643 r5648  
    3333
    3434#include <string>
     35#include "util/Scope.h"
    3536#include "core/OrxonoxClass.h"
    3637#include "core/GameState.h"
     
    6263        void keybindInternal(const std::string& command, bool bTemporary);
    6364
    64         KeyBinder*            keyBinder_;               //!< tool that loads and manages the input bindings
    65         InputState*           gameInputState_;          //!< input state for normal ingame playing
    66         InputState*           guiMouseOnlyInputState_;  //!< input state if we only need the mouse to use the GUI
    67         InputState*           guiKeysOnlyInputState_;   //!< input state if we only need the keys to use the GUI
    68         Radar*                radar_;                   //!< represents the Radar (not the HUD part)
    69         CameraManager*        cameraManager_;           //!< camera manager for this level
    70         PlayerManager*        playerManager_;           //!< player manager for this level
    71         QuestManager*         questManager_;
    72         NotificationManager*  notificationManager_;
     65        KeyBinder*               keyBinder_;               //!< tool that loads and manages the input bindings
     66        InputState*              gameInputState_;          //!< input state for normal ingame playing
     67        InputState*              guiMouseOnlyInputState_;  //!< input state if we only need the mouse to use the GUI
     68        InputState*              guiKeysOnlyInputState_;   //!< input state if we only need the keys to use the GUI
     69        Radar*                   radar_;                   //!< represents the Radar (not the HUD part)
     70        CameraManager*           cameraManager_;           //!< camera manager for this level
     71        PlayerManager*           playerManager_;           //!< player manager for this level
     72        Scope<ScopeID::GSLevel>* scope_GSLevel_;
    7373
    7474        //##### ConfigValues #####
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