C:/Users/Mike/Documents/Visual Studio Projects/GameEngine/src/GameState.cpp

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00001 /*
00002 -----------------------------------------------------------------------------
00003 Copyright (C) 2006 Michael Harnetty
00004 
00005 This program is free software; you can redistribute it and/or
00006 modify it under the terms of the GNU General Public License
00007 as published by the Free Software Foundation; either version 2
00008 of the License, or (at your option) any later version.
00009 
00010 This program is distributed in the hope that it will be useful,
00011 but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013 GNU General Public License for more details.
00014 
00015 You should have received a copy of the GNU General Public License
00016 along with this program; if not, write to the Free Software
00017 Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
00018 -----------------------------------------------------------------------------
00019 */
00020 
00021 #include "GameState.h"
00022 #include "BaseGame.h"
00023 
00024 namespace GameEngine {
00025 
00026         GameState::GameState(GameApp* const application, BaseGame* const game, const Vector3& gravity) 
00027                 : mApplication(application), mGame(game), mActive(false)
00028         {
00029                 mPhysicsMan = new PhysicsManager(mGame->getWidth(), mGame->getHeight(), mGame->getDepth(), gravity);
00030                 mProcessManager = new ProcessManager();
00031         }
00032 
00033         GameState::~GameState()
00034         {
00035                 if(mProcessManager){
00036                         delete mProcessManager;
00037                         mProcessManager = NULL;
00038                 }
00039                 if(mPhysicsMan){
00040                         delete mPhysicsMan;
00041                         mPhysicsMan = NULL;
00042                 }
00043         }
00044 
00045 
00046 
00047         void GameState::changeState(GameState* state) const 
00048         {
00049                 mGame->changeState(state);
00050         }
00051 
00052         void GameState::addObject( boost::shared_ptr<GameObject> ptr )
00053         {
00054                 //mGameObjects.push_back(ptr);
00055                 mProcessManager->attach(ptr);
00056 
00057                 ptr->init();
00058 
00059                 // Fire event ?
00060         }
00061 
00062 
00063         void GameState::removeObject( boost::shared_ptr<GameObject> ptr )
00064         {
00065                 //mGameObjects.remove(ptr);
00066 
00067                 ptr->destroy(); // GameObject function, used to destroy the game object (eg remove from scene etc)
00068 
00069                 // Fire event ?
00070         }
00071 
00072 }

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