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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-04-09 00:16:28 +0200 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-04-09 17:54:13 +0200 |
commit | 404d3f7f2f9aa455bea423a6a00025df23cd6687 (patch) | |
tree | 27f6655b3345be1ab109433a55b0512dfe48cb34 /src/game.cpp | |
parent | 1e1f619b9ae5aa26058c499c988f45d1fb1b6d53 (diff) | |
download | mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.gz mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.bz2 mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.xz mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.zip |
Removed the Mana namespace
It's just an annoyance when it's only applied to a few classes. Either
we place everything in this namespace or nothing, and at the moment I
don't see any rationale for placing everything in a Mana namespace.
Acked-by: Jared Adams
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/game.cpp b/src/game.cpp index 5cc01f64..7f1def50 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -128,7 +128,7 @@ ChatTab *localChatTab = NULL; */ static void initEngines() { - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::EnginesInitializing); + Event::trigger(Event::GameChannel, Event::EnginesInitializing); actorSpriteManager = new ActorSpriteManager; commandHandler = new CommandHandler; @@ -138,7 +138,7 @@ static void initEngines() particleEngine = new Particle(NULL); particleEngine->setupEngine(); - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::EnginesInitialized); + Event::trigger(Event::GameChannel, Event::EnginesInitialized); } /** @@ -146,7 +146,7 @@ static void initEngines() */ static void createGuiWindows() { - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::GuiWindowsLoading); + Event::trigger(Event::GameChannel, Event::GuiWindowsLoading); setupWindow->clearWindowsForReset(); @@ -183,7 +183,7 @@ static void createGuiWindows() NpcDialog::setup(); - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::GuiWindowsLoaded); + Event::trigger(Event::GameChannel, Event::GuiWindowsLoaded); } #define del_0(X) { delete X; X = 0; } @@ -193,7 +193,7 @@ static void createGuiWindows() */ static void destroyGuiWindows() { - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::GuiWindowsUnloading); + Event::trigger(Event::GameChannel, Event::GuiWindowsUnloading); del_0(localChatTab) // Need to do this first, so it can remove itself del_0(chatWindow) @@ -212,9 +212,9 @@ static void destroyGuiWindows() del_0(specialsWindow) del_0(socialWindow) - Mana::Event::trigger(Mana::Event::NpcChannel, Mana::Event::CloseAll); // Cleanup remaining NPC dialogs + Event::trigger(Event::NpcChannel, Event::CloseAll); // Cleanup remaining NPC dialogs - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::GuiWindowsUnloaded); + Event::trigger(Event::GameChannel, Event::GuiWindowsUnloaded); } Game *Game::mInstance = 0; @@ -266,12 +266,12 @@ Game::Game(): setupWindow->setInGame(true); - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::Constructed); + Event::trigger(Event::GameChannel, Event::Constructed); } Game::~Game() { - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::Destructing); + Event::trigger(Event::GameChannel, Event::Destructing); delete mWindowMenu; @@ -289,7 +289,7 @@ Game::~Game() mInstance = 0; - Mana::Event::trigger(Mana::Event::GameChannel, Mana::Event::Destructed); + Event::trigger(Event::GameChannel, Event::Destructed); } static bool saveScreenshot() @@ -990,7 +990,7 @@ void Game::changeMap(const std::string &mapPath) delete mCurrentMap; mCurrentMap = newMap; - Mana::Event event(Mana::Event::MapLoaded); + Event event(Event::MapLoaded); event.setString("mapPath", mapPath); - event.trigger(Mana::Event::GameChannel); + event.trigger(Event::GameChannel); } |