StatManager::~StatManager() { ILOGM("StatManager::dtor()"); // Clear pointers we don't need anymore mApp = NULL; }
void StatManager::DoInit(void) { ILOGM("StatManager::DoInit()"); // Reset our counters mFrames = 0; mUpdates = 0; // Reset our clocks #if (SFML_VERSION_MAJOR < 2) mFrameClock.Reset(); mUpdateClock.Reset(); // Position and color for the FPS/UPS string mFPS = new(std::nothrow) sf::String("", mDefaultFont, 30.0F); mFPS->SetColor(sf::Color(0,255,0,128)); mFPS->SetPosition(0,0); mUPS = new(std::nothrow) sf::String("", mDefaultFont, 30.0F); mUPS->SetColor(sf::Color(0,255,0,128)); mUPS->SetPosition(0,30); #else mFrameClock.restart(); mUpdateClock.restart(); // Position and color for the FPS/UPS string mFPS = new(std::nothrow) sf::Text("", mDefaultFont, 30); mFPS->setColor(sf::Color(0,255,0,128)); mFPS->setPosition(0,0); mUPS = new(std::nothrow) sf::Text("", mDefaultFont, 30); mUPS->setColor(sf::Color(0,255,0,128)); mUPS->setPosition(0,30); #endif }
StateManager::~StateManager() { ILOGM("StateManager::dtor()"); // Drop all active states while(!mStack.empty()) { // Retrieve the currently active state IState* anState = mStack.back(); // Pop the currently active state off the stack mStack.pop_back(); // Pause the currently active state anState->pause(); // De-initialize the state anState->deInit(); // Handle the cleanup before we pop it off the stack anState->cleanup(); // Just delete the state now delete anState; // Don't keep pointers around we don't need anState = NULL; } // Delete all our dropped states while(!mDead.empty()) { // Retrieve the currently active state IState* anState = mDead.back(); // Pop the currently active state off the stack mDead.pop_back(); // Pause the currently active state anState->pause(); // De-initialize the state anState->deInit(); // Handle the cleanup before we pop it off the stack anState->cleanup(); // Just delete the state now delete anState; // Don't keep pointers around we don't need anState = NULL; } // Clear pointers we don't need anymore mApp = NULL; }
void StatManager::deInit(void) { ILOGM("StatManager::DeInit()"); // Delete our FPS string delete mFPS; mFPS = NULL; // Delete our UPS string delete mUPS; mUPS = NULL; }
StatManager::StatManager() : mApp(NULL), mShow(false), mFrames(0), mFrameClock(), mDefaultFont(), mFPS(NULL), mUpdates(0), mUpdateClock(), mUPS(NULL) { ILOGM("StatManager::ctor()"); mDefaultFont.loadFromFile("resources/arial.ttf"); }
StatManager::StatManager() : mApp(NULL), mShow(false), pad_(), mFrames(0), mUpdates(0), mFrameClock(), mDefaultFont(), mFPS(NULL), mUpdateClock(), mUPS(NULL) { ILOGM("StatManager::ctor()"); #if SFML_VERSION_MAJOR < 2 mDefaultFont.LoadFromFile("resources/arial.ttf"); #else mDefaultFont.loadFromFile("resources/arial.ttf"); #endif }
AssetManager::~AssetManager() { ILOGM("AssetManager::dtor()"); // Iterator to use while deleting all assets assetHandlerMap::iterator iter; // Loop through each asset handler and remove each one iter = mHandlers.begin(); while(iter != mHandlers.end()) { IAssetHandler* anAssetHandler = iter->second; // Remove this Asset Handler from our map mHandlers.erase(iter++); // Delete the Asset Handler delete anAssetHandler; } }
void StatManager::doInit(void) { ILOGM("StatManager::DoInit()"); // Reset our counters mFrames = 0; mUpdates = 0; // Reset our clocks mFrameClock.restart(); mUpdateClock.restart(); // Position and color for the FPS/UPS string mFPS = new(std::nothrow) sf::Text("", mDefaultFont, 30); mFPS->setFillColor(sf::Color(0,255,0,128)); mFPS->setPosition(0,0); mUPS = new(std::nothrow) sf::Text("", mDefaultFont, 30); mUPS->setFillColor(sf::Color(0,255,0,128)); mUPS->setPosition(0,30); }
StateManager::StateManager() : mApp(NULL) { ILOGM("StateManager::ctor()"); }
AssetManager::AssetManager() { ILOGM("AssetManager::ctor()"); }