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SuperTuxKart
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A concrete scene manager, derived from GUIEngine's AbastractSceneManager. More...
#include <state_manager.hpp>

Classes | |
| class | ActivePlayer |
| Represents a player that is currently playing. More... | |
Public Member Functions | |
| const PtrVector< ActivePlayer, HOLD > & | getActivePlayers () |
| ActivePlayer * | getActivePlayer (const int id) |
| const PlayerProfile * | getActivePlayerProfile (const int id) |
| int | createActivePlayer (PlayerProfile *profile, InputDevice *device) |
| void | removeActivePlayer (int id) |
| unsigned int | activePlayerCount () |
| void | resetActivePlayers () |
| void | escapePressed () |
| implementing callback from base class AbstractStateManager | |
| virtual void | onGameStateChange (GUIEngine::GameState new_state) |
| implementing callback from base class AbstractStateManager | |
| virtual void | onStackEmptied () |
| implementing callback from base class AbstractStateManager | |
| virtual void | onTopMostScreenChanged () |
| implementing callback from base class AbstractStateManager | |
| void | clearMenuStack () |
Public Member Functions inherited from GUIEngine::AbstractStateManager | |
| AbstractStateManager () | |
| inits an AbstractStateManager is MENU state | |
| void | pushScreen (Screen *screen) |
| adds a menu at the top of the screens stack | |
| void | replaceTopMostScreen (Screen *screen, GUIEngine::GameState gameState=GUIEngine::CURRENT) |
| replaces the menu at the top of the screens stack (i.e. More... | |
| void | popMenu () |
| removes the menu at the top of the screens stack If the stack becomes empty after performing the pop (i.e. More... | |
| void | resetAndGoToScreen (Screen *screen) |
| clears the menu stack and starts afresh with a new stack containing only the given screen | |
| void | resetAndSetStack (Screen *screens[]) |
| Sets the whole menu stack. More... | |
| void | enterMenuState () |
| Used in no graphics STK to enter menu screen (when server is idle state) | |
| void | enterGameState () |
| call to make the state manager enter game mode. More... | |
| GameState | getGameState () |
| void | reshowTopMostMenu () |
| to be called after e.g. More... | |
| template<typename T > | |
| void | hardResetAndGoToScreen () |
| unsigned int | getMenuStackSize () const |
| Returns the number of screens on the stack. More... | |
Static Public Member Functions | |
| static StateManager * | get () |
| static void | deallocate () |
| static void | clear () |
Private Member Functions | |
| void | updateActivePlayerIDs () |
Private Attributes | |
| PtrVector< ActivePlayer, HOLD > | m_active_players |
| A list of all currently playing players. | |
Additional Inherited Members | |
Protected Member Functions inherited from GUIEngine::AbstractStateManager | |
| void | pushMenu (Screen *screen) |
| void | setGameState (GameState state) |
Protected Attributes inherited from GUIEngine::AbstractStateManager | |
| std::atomic< GameState > | m_game_mode |
| Whether we are in game mode. | |
| std::vector< std::pair< std::string, Screen * > > | m_menu_stack |
| This stack will contain menu names (e.g. More... | |
A concrete scene manager, derived from GUIEngine's AbastractSceneManager.
| const PlayerProfile * StateManager::getActivePlayerProfile | ( | const int | id | ) |
| id | the ID of the active player for whichyou want the profile |