From e6d933eba5f63e3c2176cdd2b936eb4e1781e622 Mon Sep 17 00:00:00 2001 From: auria Date: Sun, 25 Apr 2010 17:15:30 +0000 Subject: [PATCH] removed some old fishy code I can't make sense of *blush* - it doesn't seem to have any purpose so I don't think this will change anything. Some other code cleanup along the way git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5263 178a84e3-b1eb-0310-8ba1-8eac791a3b58 --- src/guiengine/abstract_state_manager.cpp | 33 ++++++++++-------------- 1 file changed, 14 insertions(+), 19 deletions(-) diff --git a/src/guiengine/abstract_state_manager.cpp b/src/guiengine/abstract_state_manager.cpp index 0edd99690..5fabb71be 100644 --- a/src/guiengine/abstract_state_manager.cpp +++ b/src/guiengine/abstract_state_manager.cpp @@ -36,7 +36,7 @@ AbstractStateManager::AbstractStateManager() #if 0 #pragma mark - -#pragma mark Other +#pragma mark Game State Management #endif // ----------------------------------------------------------------------------- @@ -60,6 +60,19 @@ GameState AbstractStateManager::getGameState() return m_game_mode; } +// ----------------------------------------------------------------------------- + +void AbstractStateManager::setGameState(GameState state) +{ + if (m_game_mode == state) return; // no change + + GameState previous = m_game_mode; + m_game_mode = state; + + onGameStateChange(previous, state); +} + + // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- @@ -109,12 +122,6 @@ void AbstractStateManager::replaceTopMostScreen(Screen* screen) // Send tear-down event to previous menu if (m_menu_stack.size() > 0) getCurrentScreen()->tearDown(); - //FIXME: this doesn't go in the *abstract* state manager - //FIXME: I don't understand this line. since this can't be called in game mode, why - // is a switch necessary? why don't we check what the new topmost menu is before - // changing input mode? why do we change input mode but NOT game mode? - input_manager->setMode(InputManager::MENU); - m_menu_stack[m_menu_stack.size()-1] = name; switchToScreen(name.c_str()); @@ -180,18 +187,6 @@ void AbstractStateManager::popMenu() // ----------------------------------------------------------------------------- -void AbstractStateManager::setGameState(GameState state) -{ - if (m_game_mode == state) return; // no change - - GameState previous = m_game_mode; - m_game_mode = state; - - onGameStateChange(previous, state); -} - -// ----------------------------------------------------------------------------- - void AbstractStateManager::resetAndGoToScreen(Screen* screen) { std::string name = screen->getName();