Added documentation.
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@@ -158,8 +158,21 @@ public:
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bool initialize();
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void save();
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StateManager::ActivePlayer* getSinglePlayer() { return m_single_player; }
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void setSinglePlayer(StateManager::ActivePlayer* p) { m_single_player = p; }
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// ------------------------------------------------------------------------
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/** Returns the active player if there is only a single local player. It
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* returns NULL if multiplayer is active. */
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StateManager::ActivePlayer* getSinglePlayer() { return m_single_player; }
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// ------------------------------------------------------------------------
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/** Sets the ActivePlayer if there is only a single local player. p must
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* be NULL in case of splitscreen. A single player will receive events
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* from all connected devices. This allows for example a single player
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* to select a kart with the keyboard, but then use a gamepad for
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* the actual racing. In splitscreen each player will only receive
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* events from the device used to connect in the kart selection screen. */
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void setSinglePlayer(StateManager::ActivePlayer* p)
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{
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m_single_player = p;
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} // setSinglePlayer
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// ------------------------------------------------------------------------
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/** Sets or reset the 'map fire to select' option.
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*/
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