previous functionality of the view restored with a few new benefits ("non-linear" menus)

This commit is contained in:
2010-11-28 00:20:58 +01:00
parent 3340471c61
commit f583cf39a8
11 changed files with 125 additions and 38 deletions
+1
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@@ -15,6 +15,7 @@
#include <queue>
#include <stack>
#include <bitset>
#include <limits>
#include "Module.h"
#include "EngineEnums.h"
+19 -1
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@@ -163,6 +163,9 @@ void ModelBase::UnregisterEntity (const unsigned int id) {
}
EntityBase* ModelBase::GetEntity (const unsigned int id) {
if (id == NullEntityId)
return NULL;
std::map<unsigned int, EntityBase*>::iterator iter = mEntities.find (id);
if (iter != mEntities.end ()) {
@@ -173,6 +176,9 @@ EntityBase* ModelBase::GetEntity (const unsigned int id) {
}
unsigned int ModelBase::CreateEntityId () {
if (mEntityIdCounter == NullEntityId - 1)
LogError ("Could not create valid entity id, reached maximum value of %u", mEntityIdCounter);
return ++mEntityIdCounter;
}
@@ -201,6 +207,10 @@ unsigned int ModelBase::GetPlayerEntityId () {
return mPlayerEntityId;
}
void ModelBase::SetPlayerEntityId(unsigned int entity_id) {
mPlayerEntityId = entity_id;
}
/**
* \param collision_time The time when the collision occured relative to the start of the simulation frame
*/
@@ -249,12 +259,20 @@ void ModelBase::SendEntityCollisionEvent (const unsigned int reference_entity_id
*/
unsigned int GetPlayerEntityId () {
if (!ModelInstance) {
LogError ("Couldn't create Entity: Model not initialized!");
LogError ("Couldn't get Player id: Model not initialized!");
}
return ModelInstance->GetPlayerEntityId ();
}
void SetPlayerEntityId(unsigned int entity_id) {
if (!ModelInstance) {
LogError ("Couldn't set Player id: Model not initialized!");
}
ModelInstance->SetPlayerEntityId (entity_id);
}
float GetFrameDuration () {
if (!ModelInstance) {
LogError ("Couldn't create Entity: Model not initialized!");
+7
View File
@@ -13,6 +13,8 @@ class Events;
class EntityFactoryBase;
class OverlayManager;
const unsigned int NullEntityId = std::numeric_limits<unsigned int>::max() - 1;
struct EntityBase;
/** \brief Represents the current state of the Engine
@@ -69,6 +71,11 @@ class ModelBase : public Module {
/** Returns the id of the entity the player is currently controlling */
unsigned int GetPlayerEntityId ();
/** \brief Assigns the player to an Entity. All controls will be redirected to that player
*
* This can be used to disable the controls of of the player by assinging
* the special entity id of NullEntityId */
void SetPlayerEntityId(unsigned int entity_id);
/** Notifies the gamelogic of a collision event */
void SendEntityCollisionEvent (const unsigned int reference_entity_id,
+5
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@@ -5,6 +5,11 @@ namespace Engine {
/** \brief Adds the function callback as command for the given name*/
unsigned int GetPlayerEntityId ();
/** \brief Assigns the player to an Entity. All controls will be redirected to that player
*
* This can be used to disable the controls of of the player by assinging
* the special entity id of NullEntityId */
void SetPlayerEntityId(unsigned int entity_id);
/** \brief Returns the duration of the frame in seconds */
float GetFrameDuration ();
+4 -1
View File
@@ -72,6 +72,8 @@
* todos within the code have a look at the \ref todo.
*
* \todo [high] Create a simple racing or asteroids game
* \todo [high] Enable saving of music and effects volume
* \todo [med] Use shared_ptr instead of raw pointers for the Entities
* \todo [med] Clear all references of EntityVisualState and EntityGameState
* \todo [med] Clarify functionalities of CreateEntity, KillEntity, RegisterEntity, UnregisterEntity (which frees memory, which does only change the state of the Model?)
* \todo [med] Add basic networking
@@ -86,7 +88,8 @@
* Engine::Module::Init()
*
* Done:
* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game
* \todo [high] (28-11-2010) Allow transitions when player dies
* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game
* - [high] In Physics remove dependancy on the Model to pass on collision
* events
* - [high] Fix Physics bug when two actors collide actively (i.e. velocity