if (IsEnabled == value)
return;
- mesh->Enable(value);
+ mesh->Enabled(value);
for (size_t i = 0; i < controls.size(); i++)
{
if (is_enabled == value)
return;
- ControlMesh->Enable(value);
+ ControlMesh->Enabled(value);
is_enabled = value;
}
if (value == is_enabled)
return;
- DirectionalMeshBack->Enable(value);
+ DirectionalMeshBack->Enabled(value);
if (DirectionalMeshUp)
- DirectionalMeshUp->Enable(value);
+ DirectionalMeshUp->Enabled(value);
if (DirectionalMeshDown)
- DirectionalMeshDown->Enable(value);
+ DirectionalMeshDown->Enabled(value);
if (DirectionalMesh)
- DirectionalMesh->Enable(value);
+ DirectionalMesh->Enabled(value);
is_enabled = value;
}
if (is_enabled == value)
return;
- DoorMesh->Enable(value);
+ DoorMesh->Enabled(value);
is_enabled = value;
}
return true;
}
-void DynamicMesh::Enable(bool value, MeshObject *client)
+void DynamicMesh::Enabled(bool value, MeshObject *client)
{
if (client == 0 || meshes.size() == 1)
{
//enable all meshes if no client specified
for (size_t i = 0; i < meshes.size(); i++)
- meshes[i]->Enable(value);
+ meshes[i]->Enabled(value);
}
else if (meshes.size() > 1)
{
int index = GetClientIndex(client);
if (index >= 0)
- meshes[index]->Enable(value);
+ meshes[index]->Enabled(value);
}
}
//create and enable movable
Movable = sbs->mSceneManager->createEntity(MeshWrapper);
//Movable->setCastShadows(true);
- Enable(true);
+ Enabled(true);
//set maximum render distance
Movable->setRenderingDistance(sbs->ToRemote(max_render_distance));
MeshWrapper.setNull();
}
-void DynamicMesh::Mesh::Enable(bool value)
+void DynamicMesh::Mesh::Enabled(bool value)
{
//attach or detach from scenegraph
//if a mesh was attached and was empty, it needs to be reattached to be visible
if (previous_count == 0 && enabled == true)
{
- Enable(false);
- Enable(true);
+ Enabled(false);
+ Enabled(true);
}
}
DynamicMesh(Object *parent, SceneNode *node, const std::string &name, float max_render_distance = 0, bool dynamic_buffers = false);
~DynamicMesh();
- void Enable(bool value, MeshObject *client = 0);
+ void Enabled(bool value, MeshObject *client = 0);
bool ChangeTexture(const std::string &old_texture, const std::string &new_texture, MeshObject *client = 0);
void EnableDebugView(bool value, MeshObject *client = 0);
bool IsVisible(MeshObject *client = 0);
Mesh(DynamicMesh *parent, const std::string &name, SceneNode *node, float max_render_distance, const std::string &filename = "", const std::string &path = "");
~Mesh();
- void Enable(bool value);
+ void Enabled(bool value);
bool ChangeTexture(const std::string &old_texture, const std::string &new_texture);
int FindMatchingSubMesh(const std::string &material);
Submesh* CreateSubMesh(const std::string &material);
Report("disabling car");
}
- Mesh->Enable(value);
+ Mesh->Enabled(value);
EnableDoors(value);
IsEnabled = value;
for (size_t i = 0; i < ModelArray.size(); i++)
{
if (ModelArray[i])
- ModelArray[i]->Enable(value);
+ ModelArray[i]->Enabled(value);
}
//panels
door->Enabled(value);
}
- parent->DoorContainer->Enable(value);
+ parent->DoorContainer->Enabled(value);
}
void ElevatorCar::SetShaftDoors(int number, float thickness, float CenterX, float CenterZ)
if (ShaftDoorsExist(floor) == false)
return;
- ShaftDoors[index]->Enable(value);
+ ShaftDoors[index]->Enabled(value);
}
void ElevatorDoor::ShaftDoorsEnabledRange(int floor, int range)
void ElevatorDoor::Enabled(bool value)
{
- Doors->Enable(value);
+ Doors->Enabled(value);
}
bool ElevatorDoor::IsEnabled()
{
//are doors enabled?
- return Doors->Enabled;
+ return Doors->IsEnabled;
}
int ElevatorDoor::GetWhichDoors()
{
parent = door_object;
Open = false;
- Enabled = true;
+ IsEnabled = true;
Width = 0;
Height = 0;
Thickness = 0;
return door;
}
-void ElevatorDoor::DoorWrapper::Enable(bool value)
+void ElevatorDoor::DoorWrapper::Enabled(bool value)
{
//enable/disable door meshes
- if (value == Enabled)
+ if (value == IsEnabled)
return;
for (size_t i = 0; i < doors.size(); i++)
- doors[i]->mesh->Enable(value);
+ doors[i]->mesh->Enabled(value);
- Enabled = value;
+ IsEnabled = value;
}
void ElevatorDoor::DoorObject::MoveDoors(bool open, bool manual)
~DoorWrapper();
DoorObject* CreateDoor(const std::string &doorname, const std::string &Direction, float OpenSpeed, float CloseSpeed);
- void Enable(bool value);
+ void Enabled(bool value);
bool CheckDoorsOpen();
bool IsFinished();
void ResetFinished();
std::vector<DoorObject*> doors;
std::string name;
bool Open;
- bool Enabled;
+ bool IsEnabled;
float Width;
float Height;
float Thickness;
EnableLoop(value);
for (size_t i = 0; i < Steps.size(); i++)
- Steps[i]->Enable(value);
+ Steps[i]->Enabled(value);
if (value == false && sound->IsPlaying() == true)
sound->Stop();
return;
SBS_PROFILE("Floor::Enabled");
- Level->Enable(value);
+ Level->Enabled(value);
IsEnabled = value;
EnableLoop(value);
for (size_t i = 0; i < ModelArray.size(); i++)
{
if (ModelArray[i])
- ModelArray[i]->Enable(value);
+ ModelArray[i]->Enabled(value);
}
//call buttons
if (DoorArray[i])
DoorArray[i]->Enabled(value);
}
- DoorWrapper->Enable(value);
+ DoorWrapper->Enabled(value);
//turn on/off directional indicators
for (size_t i = 0; i < DirIndicatorArray.size(); i++)
void Floor::EnableColumnFrame(bool value)
{
//enable/disable columnframe mesh
- ColumnFrame->Enable(value);
+ ColumnFrame->Enabled(value);
IsColumnFrameEnabled = value;
}
void Floor::EnableInterfloor(bool value)
{
//enable/disable interfloor mesh
- Interfloor->Enable(value);
+ Interfloor->Enabled(value);
IsInterfloorEnabled = value;
}
if (is_enabled == value)
return;
- FloorIndicatorMesh->Enable(value);
+ FloorIndicatorMesh->Enabled(value);
is_enabled = value;
}
Array[i].object->Enabled(value);
//enable/disable dynamic meshes
- floors->Enable(value);
- interfloors->Enable(value);
- columnframes->Enable(value);
+ floors->Enabled(value);
+ interfloors->Enabled(value);
+ columnframes->Enabled(value);
}
void FloorManager::Loop()
Bounds = 0;
}
-void MeshObject::Enable(bool value)
+void MeshObject::Enabled(bool value)
{
//enables or disables the mesh
SBS_PROFILE("MeshObject::Enable");
- MeshWrapper->Enable(value, this);
+ MeshWrapper->Enabled(value, this);
EnableCollider(value);
revert = true;
}
- Enable(false);
- Enable(true);
+ Enabled(false);
+ Enabled(true);
if (revert == true)
remove_on_disable = false;
MeshObject(Object* parent, const std::string &name, DynamicMesh* wrapper = 0, const std::string &filename = "", float max_render_distance = 0, float scale_multiplier = 1, bool enable_physics = false, float restitution = 0, float friction = 0, float mass = 0);
~MeshObject();
- void Enable(bool value);
+ void Enabled(bool value);
void EnableCollider(bool value);
bool IsEnabled();
Wall* CreateWallObject(const std::string &name);
RemoveFromParent();
}
-void Model::Enable(bool value)
+void Model::Enabled(bool value)
{
- mesh->Enable(value);
+ mesh->Enabled(value);
EnableLoop(value);
}
Model(Object *parent, const std::string &name, const std::string &filename, bool center, const Ogre::Vector3 &position, const Ogre::Vector3 &rotation, float max_render_distance = 0, float scale_multiplier = 1, bool enable_physics = false, float restitution = 0, float friction = 0, float mass = 0);
~Model();
bool IsEnabled();
- void Enable(bool value);
+ void Enabled(bool value);
bool IsKey();
int GetKeyID();
void SetKey(int keyid);
virtual void Loop() {} //object runloop
void RegisterLoop(Object *object);
void UnregisterLoop(Object *object);
+ virtual void Enabled(bool value) {}
template <typename T> bool IsType()
{
if (is_enabled == value)
return;
- DoorMesh->Enable(value);
+ DoorMesh->Enabled(value);
is_enabled = value;
}
void SBS::EnableBuildings(bool value)
{
//turns buildings on/off
- Buildings->Enable(value);
+ Buildings->Enabled(value);
IsBuildingsEnabled = value;
}
void SBS::EnableLandscape(bool value)
{
//turns landscape on/off
- Landscape->Enable(value);
+ Landscape->Enabled(value);
IsLandscapeEnabled = value;
}
void SBS::EnableExternal(bool value)
{
//turns external on/off
- External->Enable(value);
+ External->Enabled(value);
IsExternalEnabled = value;
}
//turns skybox on/off
if (SkyBox)
{
- SkyBox->Enable(value);
+ SkyBox->Enabled(value);
IsSkyboxEnabled = value;
}
else
{
//turns shaft on/off for a specific floor
- GetMeshObject(floor)->Enable(value);
+ GetMeshObject(floor)->Enabled(value);
EnableArray[floor - startfloor] = value;
//doors
for (size_t i = 0; i < ModelArray[floor - startfloor].size(); i++)
{
if (ModelArray[floor - startfloor][i])
- ModelArray[floor - startfloor][i]->Enable(value);
+ ModelArray[floor - startfloor][i]->Enabled(value);
}
if (EnableShaftDoors == true)
}
//enable/disable dynamic meshes
- dynamic_mesh->Enable(value);
- ShaftDoorContainer->Enable(value);
- DoorWrapper->Enable(value);
+ dynamic_mesh->Enabled(value);
+ ShaftDoorContainer->Enabled(value);
+ DoorWrapper->Enabled(value);
IsEnabled = value;
if (ShowFullShaft == true)
SBS_PROFILE("Stairs::Enabled");
if (IsEnabledFloor(floor) != value && floor >= startfloor && floor <= endfloor)
{
- GetMeshObject(floor)->Enable(value);
+ GetMeshObject(floor)->Enabled(value);
EnableArray[floor - startfloor] = value;
//doors
for (size_t i = 0; i < ModelArray[floor - startfloor].size(); i++)
{
if (ModelArray[floor - startfloor][i])
- ModelArray[floor - startfloor][i]->Enable(value);
+ ModelArray[floor - startfloor][i]->Enabled(value);
}
}
}
}
//enable/disable dynamic meshes
- dynamic_mesh->Enable(value);
- DoorWrapper->Enable(value);
+ dynamic_mesh->Enabled(value);
+ DoorWrapper->Enabled(value);
IsEnabled = value;
}