9ee496c4f10e7d2c14c999ca8e8234e7bd1f1c77.svn-base (990B)
1 #include "Context.h" 2 3 bool ContextManager::LogContext(Context* con, char* name) 4 { 5 mContexts.push_back(con); 6 mNames.push_back(name); 7 return false; 8 } 9 10 bool ContextManager::LoadContext(char* ContextName) 11 { 12 for (int i = 0; i < (int)mNames.size(); i++) 13 { 14 if (!strcmp(ContextName, mNames.at(i))) 15 { 16 mContexts.at(i)->Load(mGameDataPath); 17 mActiveContext = mContexts.at(i); 18 return true; 19 } 20 } 21 gCons->ConsPrintf("Unable to load context; No context matching name %s was found\n", ContextName); 22 return false; 23 } 24 25 bool ContextManager::ContextUpdate() 26 { 27 return mActiveContext->Update(); 28 } 29 30 bool ContextManager::EventProcess(Event eve) 31 { 32 return false; 33 } 34 35 bool GameOver::Update() 36 { 37 SDL_RenderCopy(mRen, mSplash, NULL, NULL); 38 39 return true; 40 } 41 42 bool GameOver::EventProcess(Event eve) 43 { 44 switch (*eve.GetEventType()) 45 { 46 case KEY_DOWN: 47 switch (eve.GetEventData()->i) 48 { 49 case SDL_SCANCODE_R: 50 //reload level; 51 break; 52 } 53 break; 54 default: 55 56 return false; 57 } 58 59 return false; 60 } 61