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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2011-04-09 00:16:28 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2011-04-09 17:54:13 +0200
commit404d3f7f2f9aa455bea423a6a00025df23cd6687 (patch)
tree27f6655b3345be1ab109433a55b0512dfe48cb34 /src/game.cpp
parent1e1f619b9ae5aa26058c499c988f45d1fb1b6d53 (diff)
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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.cpp24
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);
}