19 #ifndef STATE_MANAGER_HPP 20 #define STATE_MANAGER_HPP 30 #include "config/player_profile.hpp" 31 #include "guiengine/abstract_state_manager.hpp" 32 #include "utils/ptr_vector.hpp" 62 void updateActivePlayerIDs();
91 unsigned int m_magic_number;
101 return (m_magic_number == 0xAC1EF1AE);
109 assert(m_magic_number == 0xAC1EF1AE);
119 assert(m_magic_number == 0xAC1EF1AE);
134 assert(m_magic_number == 0xAC1EF1AE);
145 assert(m_magic_number == 0xAC1EF1AE);
158 assert(m_magic_number == 0xAC1EF1AE);
168 assert(m_magic_number == 0xAC1EF1AE);
186 void removeActivePlayer(
int id);
188 unsigned int activePlayerCount();
189 void resetActivePlayers();
205 static void deallocate();
AbstractKart * getKart()
Definition: state_manager.hpp:165
Represents a player that is currently playing.
Definition: state_manager.hpp:75
virtual void onGameStateChange(GUIEngine::GameState new_state)
implementing callback from base class AbstractStateManager
Definition: state_manager.cpp:195
Contains all GUI engine related classes and functions.
Definition: abstract_state_manager.hpp:31
void escapePressed()
implementing callback from base class AbstractStateManager
Definition: state_manager.cpp:156
void setKart(AbstractKart *kart)
Sets the kart for this player.
Definition: state_manager.hpp:155
A concrete scene manager, derived from GUIEngine's AbastractSceneManager.
Definition: state_manager.hpp:59
static const int PLAYER_ID_GAME_MASTER
the player ID of the "game master" player the game master is the player that can perform the game set...
Definition: state_manager.hpp:52
PtrVector< ActivePlayer, HOLD > m_active_players
A list of all currently playing players.
Definition: state_manager.hpp:212
GameState
Definition: abstract_state_manager.hpp:39
Class for managing player profiles (name, usage frequency, etc.).
Definition: player_profile.hpp:53
virtual void onTopMostScreenChanged()
implementing callback from base class AbstractStateManager
Definition: state_manager.cpp:226
PlayerProfile * getProfile()
Definition: state_manager.hpp:106
Definition: ptr_vector.hpp:43
InputDevice * getDevice() const
Definition: state_manager.hpp:142
virtual void onStackEmptied()
implementing callback from base class AbstractStateManager
Definition: state_manager.cpp:250
std::vector< std::pair< std::string, Screen * > > m_menu_stack
This stack will contain menu names (e.g.
Definition: abstract_state_manager.hpp:64
Definition: player_manager.hpp:35
const PlayerProfile * getConstProfile() const
Definition: state_manager.hpp:116
AbstractKart * m_kart
Pointer to the kart of this player, only valid during the game.
Definition: state_manager.hpp:83
int m_id
ID of this player within the list of active players.
Definition: state_manager.hpp:86
An abstract interface for the actual karts.
Definition: abstract_kart.hpp:61
Abstract base class you must override from to use the GUI engine.
Definition: abstract_state_manager.hpp:52
int getID() const
ID of this player within the list of active players.
Definition: state_manager.hpp:131
const PlayerProfile * getActivePlayerProfile(const int id)
Definition: state_manager.cpp:93