void terminate4 () { connect(&messageCallback, &resultCallback, &fmuStateCallback); xmlParse(FMU_FOLDER); ScalarVariablesAllStruct * ss = getAllScalarVariables(); requestStateChange(simStateNative_3_init_requested); requestStateChange(simStateNative_5_step_requested); forceCleanup(); return; }
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))) ); }