More cosmetic changes.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9920 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -34,14 +34,16 @@ class KartHoverListener;
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* \brief screen where players can choose their kart
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* \ingroup states_screens
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*/
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class KartSelectionScreen : public GUIEngine::Screen, public GUIEngine::ScreenSingleton<KartSelectionScreen>
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class KartSelectionScreen : public GUIEngine::Screen,
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public GUIEngine::ScreenSingleton<KartSelectionScreen>
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{
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friend class KartHoverListener;
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friend class PlayerNameSpinner;
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friend class FocusDispatcher;
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/** Contains the custom widget shown for every player. (ref only since we're adding them to a
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* Screen, and the Screen will take ownership of these widgets)
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/** Contains the custom widget shown for every player. (ref only since
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* we're adding them to a Screen, and the Screen will take ownership
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* of these widgets)
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*/
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PtrVector<PlayerKartWidget, REF> m_kart_widgets;
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@ -52,8 +54,8 @@ class KartSelectionScreen : public GUIEngine::Screen, public GUIEngine::ScreenSi
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KartSelectionScreen();
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/** Stores whether any player confirmed their choice; then, some things are "frozen", for instance
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* the selected kart group tab
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/** Stores whether any player confirmed their choice; then, some things
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* are "frozen", for instance the selected kart group tab
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*/
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bool m_game_master_confirmed;
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@ -65,10 +67,12 @@ class KartSelectionScreen : public GUIEngine::Screen, public GUIEngine::ScreenSi
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/** Called when all players selected their kart */
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void allPlayersDone();
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/** Called when number/order of karts changed, so that all will keep an up-to-date ID */
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/** Called when number/order of karts changed, so that all will keep
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* an up-to-date ID */
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void renumberKarts();
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/** Checks identities chosen by players, making sure no duplicates are used.
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/** Checks identities chosen by players, making sure no duplicates are
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* used.
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* \return Whether all choices are ok
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*/
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bool validateIdentChoices();
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@ -90,11 +94,13 @@ public:
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void setMultiplayer(bool multiplayer);
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/** \brief Called when a player hits 'fire'/'select' on his device to join the game */
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/** \brief Called when a player hits 'fire'/'select' on his device to
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* join the game */
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bool playerJoin(InputDevice* device, bool firstPlayer);
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/**
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* \brief Called when a player hits 'rescue'/'cancel' on his device to leave the game
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* \brief Called when a player hits 'rescue'/'cancel' on his device
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* to leave the game
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* \return true if event was handled succesfully
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*/
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bool playerQuit(StateManager::ActivePlayer* player);
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@ -108,11 +114,13 @@ public:
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virtual void tearDown();
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/** \brief implement callback from parent class GUIEngine::Screen */
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virtual void eventCallback(GUIEngine::Widget* widget, const std::string& name, const int playerID);
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virtual void eventCallback(GUIEngine::Widget* widget,
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const std::string& name, const int playerID);
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/** \brief implement callback from parent class GUIEngine::Screen */
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virtual void onUpdate(float dt, irr::video::IVideoDriver*);
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/** \brief implement optional callback from parent class GUIEngine::Screen */
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/** \brief implement optional callback from parent
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* class GUIEngine::Screen */
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virtual void unloaded();
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};
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