Example #1
0
void terminate4 () {

	connect(&messageCallback, &resultCallback, &fmuStateCallback);
	xmlParse(FMU_FOLDER);

	ScalarVariablesAllStruct * ss = getAllScalarVariables();

	requestStateChange(simStateNative_3_init_requested);
	requestStateChange(simStateNative_5_step_requested);

	forceCleanup();

	return;
}
Example #2
0
 void GameController::requestStateChange(const std::string & stateName) {
     requestStateChange(
         stateName,
         // std::unique_ptr<StateTransition>(new SliceStateTransition(SliceStateTransition::SLICE_LEFT, 1.066666666666667f)),
         // std::unique_ptr<StateTransition>(new DefaultStateTransition(DefaultStateTransition::ENTERING))
         std::unique_ptr<StateTransition>(new FadeStateTransition(FadeStateTransition::FADE_OUT, sf::Color::Black, (1.0f/60.0f*13.0f))),
         std::unique_ptr<StateTransition>(new FadeStateTransition(FadeStateTransition::FADE_IN, sf::Color::Black, (1.0f/60.0f*13.0f)))
     );
 }