diff -Naur Engine.cpp Engine.cpp --- Engine.cpp 2009-10-02 08:17:54.000000000 +0200 +++ Engine.cpp 2009-10-02 08:56:20.000000000 +0200 @@ -97,7 +97,7 @@ bBossFight = false; bCompileWithEditor = false; StartFrontEnd(); - SetState(UpdateIntro,RenderIntro); + SetState(&Engine::UpdateIntro,&Engine::RenderIntro); //start rolling Pump(); @@ -430,8 +430,7 @@ bHyperMode = false; bBossFight = false; StartFrontEnd(); - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); iOption = 0; diff -Naur FrontEnd.cpp FrontEnd.cpp --- FrontEnd.cpp 2009-10-02 08:14:42.000000000 +0200 +++ FrontEnd.cpp 2009-10-02 08:58:02.000000000 +0200 @@ -33,7 +33,7 @@ mbTimedState = false; fGameOverFrame = 0; StartFadeIn(); - SetState(UpdateIntro,RenderIntro); + SetState(&Engine::UpdateIntro,&Engine::RenderIntro); // gLog.OutPut("StartFrontEnd END\n"); } //================================================================================================// @@ -213,15 +213,13 @@ case 0://start game stmSplash.Stop(30); smpUIselect.Play(1); - SetState(UpdateSplash2,RenderSplash); - SetStateTimed(UpdateGame,RenderGame,2,StartGame); + SetState(&Engine::UpdateSplash2,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateGame,&Engine::RenderGame,2,&Engine::StartGame); mFade.StartFadeOut(mTimer.GetTime(),0,2.15f); KEY_ATTACK1.state = RELEASED; break; case 1://configure smpUImove.Play(1); - SetState(UpdateSplash2,RenderSplash); - SetStateTimed(UpdateConfig,RenderConfig,0.25f,StartFadeIn); + SetState(&Engine::UpdateSplash2,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateConfig,&Engine::RenderConfig,0.25f,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,0.3f); break; case 2://editor @@ -234,15 +232,13 @@ if(!LoadEditorData()) return; bUseEditor = true; - SetState(NULL,RenderSplash); - SetStateTimed(UpdateEditor,RenderEditor,0.25f); + SetState(NULL,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateEditor,&Engine::RenderEditor,0.25f); StartEditor(); } else { smpUImove.Play(1); - SetState(UpdateSplash2,RenderSplash); - SetStateTimed(UpdateHowToPlay,RenderHowToPlay,0.25f,StartFadeIn); + SetState(NULL,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateEditor,&Engine::RenderEditor,0.25f); mFade.StartFadeOut(mTimer.GetTime(),2,0.3f); } break; @@ -433,8 +429,7 @@ gSerializer.ReadVariable("Controls.cfg",sz,mKeys[n].SecondaryKey); } //back to main - SetState(UpdateSplash2,RenderConfig); - SetStateTimed(UpdateSplash,RenderSplash,0.25f,StartFadeIn); + SetState(&Engine::UpdateSplash2,&Engine::RenderConfig); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0.25f,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,0.3f); break; @@ -577,13 +572,13 @@ bHyperMode = false; bBossFight = false; bWimpMode = false; - SetState(UpdateGameOver,RenderGameOver); + SetState(&Engine::UpdateGameOver,&Engine::RenderGameOver); stmSplash.Load("Data/Sound/GameOver.ogg",false); stmSplash.Play(30); StartFadeIn(); fGameOverFrame = 0; bGameOverFrame = false; - SetStateTimed(UpdateGameOver,RenderGameOver,10,EndGameOver); + SetStateTimed(&Engine::UpdateGameOver,&Engine::RenderGameOver,10,&Engine::EndGameOver); } void Engine::EndGameOver() { @@ -591,12 +586,12 @@ { if(mPlayer.iScore>iHiScore[n]) { - SetStateTimed(UpdateEnterHiScore,RenderEnterHiScore,3,StartEnterHiScore); + SetStateTimed(&Engine::UpdateEnterHiScore,&Engine::RenderEnterHiScore,3,&Engine::StartEnterHiScore); mFade.StartFadeOut(mTimer.GetTime(),2,3.5f); return; } } - SetStateTimed(UpdateIntro,RenderIntro,3,StartFrontEnd); + SetStateTimed(&Engine::UpdateIntro,&Engine::RenderIntro,3,&Engine::StartFrontEnd); mFade.StartFadeOut(mTimer.GetTime(),2,3.5f); } void Engine::UpdateGameOver(float delta) @@ -642,7 +637,7 @@ { if(mTimer.GetTime()>IntroTimer+20) { - SetStateTimed(UpdateIntro2,RenderIntro2,1,StartFadeIn); + SetStateTimed(&Engine::UpdateIntro2,&Engine::RenderIntro2,1,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,1.1f); IntroTimer= mTimer.GetTime()+1; fUIDelay = mTimer.GetTime(); @@ -650,8 +645,7 @@ } if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); iOption = 0; @@ -707,7 +701,7 @@ { if(mTimer.GetTime()>IntroTimer+5) { - SetStateTimed(UpdateIntro3,RenderIntro3,1,StartFadeIn); + SetStateTimed(&Engine::UpdateIntro3,&Engine::RenderIntro3,1,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,1.1f); IntroTimer= mTimer.GetTime()+1; fUIDelay = mTimer.GetTime(); @@ -715,8 +709,7 @@ } if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); iOption = 0; @@ -753,7 +746,7 @@ } if(mTimer.GetTime()>IntroTimer+6) { - SetStateTimed(UpdateIntro4,RenderIntro4,1,StartFadeIn); + SetStateTimed(&Engine::UpdateIntro4,&Engine::RenderIntro4,1,&Engine::StartFadeIn); IntroTimer = mTimer.GetTime(); mFade.StartFadeOut(mTimer.GetTime(),2,1.1f); return; @@ -761,8 +754,7 @@ fGameOverFrame>15? fGameOverFrame-=15:fGameOverFrame += 0.25f; if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); iOption = 0; @@ -823,7 +815,7 @@ fGameOverFrame>6? fGameOverFrame-=6:fGameOverFrame += 0.25f; if(mTimer.GetTime()>IntroTimer+6) { - SetStateTimed(UpdateHiScores,RenderHiScores,1,StartFadeIn); + SetStateTimed(&Engine::UpdateHiScores,&Engine::RenderHiScores,1,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,1.1f); IntroTimer = mTimer.GetTime()+1; fUIDelay = mTimer.GetTime()+1; @@ -832,8 +824,7 @@ } if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); return; @@ -901,16 +892,14 @@ IntroTimer = mTimer.GetTime()+2; fUIDelay = mTimer.GetTime()+2; bDemo = true; - SetState(UpdateSplash2,RenderHiScores); - SetStateTimed(UpdateGame,RenderGame,2,StartGame); + SetState(&Engine::UpdateSplash2,&Engine::RenderHiScores); SetStateTimed(&Engine::UpdateGame,&Engine::RenderGame,2,&Engine::StartGame); mFade.StartFadeOut(mTimer.GetTime(),0,2.1f); fGameDifficulty = 2; return; } if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); iOption = 0; @@ -957,7 +946,7 @@ //================================================================================================// void Engine::StartEnterHiScore() { - SetState(UpdateEnterHiScore,RenderEnterHiScore); + SetState(&Engine::UpdateEnterHiScore,&Engine::RenderEnterHiScore); stmSplash.Load("Data/Sound/HiScores.ogg",false); stmSplash.Play(30); StartFadeIn(); @@ -1024,8 +1013,7 @@ iScoreEntryDigit++; if(iScoreEntryDigit>4) { - SetState(UpdateSplash2,RenderEnterHiScore); - SetStateTimed(UpdateIntro,RenderIntro,3,StartFrontEnd); + SetState(&Engine::UpdateSplash2,&Engine::RenderEnterHiScore); SetStateTimed(&Engine::UpdateIntro,&Engine::RenderIntro,3,&Engine::StartFrontEnd); mFade.StartFadeOut(mTimer.GetTime(),2,3.1f); IntroTimer = mTimer.GetTime()+1; fUIDelay = mTimer.GetTime()+1; @@ -1171,8 +1159,7 @@ if(KEY_UI_SELECT.state == JUST_PRESSED || KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { smpUImove.Play(1); - SetState(UpdateSplash2,RenderHowToPlay); - SetStateTimed(UpdateSplash,RenderSplash,0.25f,StartFadeIn); + SetState(&Engine::UpdateSplash2,&Engine::RenderHowToPlay); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0.25f,&Engine::StartFadeIn); mFade.StartFadeOut(mTimer.GetTime(),2,0.3f); } } diff -Naur Game.cpp Game.cpp --- Game.cpp 2009-10-02 08:14:42.000000000 +0200 +++ Game.cpp 2009-10-02 08:56:20.000000000 +0200 @@ -184,8 +184,7 @@ } if(KEY_ATTACK1.state == JUST_PRESSED || KEY_ATTACK2.state == JUST_PRESSED || KEY_UI_SELECT.state == JUST_PRESSED || KEY_UI_SELECT2.state == JUST_PRESSED) { - SetState(UpdateSplash,RenderSplash); - SetStateTimed(UpdateSplash,RenderSplash,0); + SetState(&Engine::UpdateSplash,&Engine::RenderSplash); SetStateTimed(&Engine::UpdateSplash,&Engine::RenderSplash,0); mFade.StartFadeIn(mTimer.GetTime(),2,0.5f); fUIDelay = mTimer.GetTime(); bDemo = false; @@ -644,7 +643,7 @@ void Engine::StartCompleted() { bGameCompleted = true; - SetStateTimed(UpdateCongratulations,RenderCongratulations,5,FadeInEndCompleted); + SetStateTimed(&Engine::UpdateCongratulations,&Engine::RenderCongratulations,5,&Engine::FadeInEndCompleted); mFade.StartFadeOut(mTimer.GetTime(),2,5.1f); fUIDelay = mTimer.GetTime()+5; stmStage.Stop(FSOUND_ALL); @@ -657,11 +656,11 @@ void Engine::FadeInEndCompleted() { StartFadeIn(); - SetStateTimed(UpdateCongratulations,RenderCongratulations,20,EndCompleted); + SetStateTimed(&Engine::UpdateCongratulations,&Engine::RenderCongratulations,20,&Engine::EndCompleted); } void Engine::EndCompleted() { - SetStateTimed(NULL,RenderIntro,3,StartGameOver); + SetStateTimed(NULL,&Engine::RenderIntro,3,&Engine::StartGameOver); mFade.StartFadeOut(mTimer.GetTime(),2,3.1f); IntroTimer = mTimer.GetTime()+1; fUIDelay = mTimer.GetTime()+1;