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Diff Revisions 667 vs 670 for /trunk/Source Code/GUI/GUIEditor/GUIEditor.cpp

Diff revisions: vs.
  @@ -67,7 +67,7 @@
67 67 CEGUI::WindowManager::getSingletonPtr();
68 68 // load the editor Window from the layout file
69 69 const stringImpl &layoutFile =
70 - ParamHandler::getInstance().getParam<stringImpl>(_ID("GUI.editorLayout"));
70 + ParamHandler::instance().getParam<stringImpl>(_ID("GUI.editorLayout"));
71 71 _editorWindow = pWindowManager->loadLayoutFromFile(layoutFile.c_str());
72 72
73 73 if (_editorWindow) {
  @@ -167,7 +167,7 @@
167 167 toggleButton(ToggleButtons::TOGGLE_BOUNDING_BOXES)->setEnabled(true);
168 168 toggleButton(ToggleButtons::TOGGLE_SKELETONS)->setEnabled(true);
169 169 toggleButton(ToggleButtons::TOGGLE_SHADOW_MAPPING)
170 - ->setEnabled(LightManager::getInstance().shadowMappingEnabled());
170 + ->setEnabled(LightManager::instance().shadowMappingEnabled());
171 171 }
172 172
173 173 if (!hasValidTransform) {
  @@ -217,7 +217,7 @@
217 217 toggleButton(ToggleButtons::TOGGLE_POST_FX)
218 218 ->setEnabled(false);
219 219 toggleButton(ToggleButtons::TOGGLE_FOG)
220 - ->setSelected(ParamHandler::getInstance().getParam<bool>(
220 + ->setSelected(ParamHandler::instance().getParam<bool>(
221 221 _ID("rendering.enableFog"), false));
222 222
223 223 toggleButton(ToggleButtons::TOGGLE_DEPTH_PREVIEW)
  @@ -240,10 +240,10 @@
240 240 state = false;
241 241 // Check if we already have a NavMesh created
242 242 AI::Navigation::NavigationMesh *temp =
243 - AI::AIManager::getInstance().getNavMesh(
243 + AI::AIManager::instance().getNavMesh(
244 244 AI::AIEntity::PresetAgentRadius::AGENT_RADIUS_SMALL);
245 245 // Check debug rendering status
246 - AI::AIManager::getInstance().toggleNavMeshDebugDraw(
246 + AI::AIManager::instance().toggleNavMeshDebugDraw(
247 247 toggleButton(ToggleButtons::TOGGLE_NAV_MESH_DRAW)->isSelected());
248 248 // Create a new NavMesh if we don't currently have one
249 249 if (!temp) {
  @@ -263,7 +263,7 @@
263 263 }
264 264 // If we loaded/built the NavMesh correctly, add it to the AIManager
265 265 if (loaded) {
266 - state = AI::AIManager::getInstance().addNavMesh(
266 + state = AI::AIManager::instance().addNavMesh(
267 267 AI::AIEntity::PresetAgentRadius::AGENT_RADIUS_SMALL, temp);
268 268 }
269 269
  @@ -934,7 +934,7 @@
934 934
935 935 bool GUIEditor::Handle_CreateNavMesh(const CEGUI::EventArgs &e) {
936 936 Console::d_printfn("[Editor]: NavMesh creation queued!");
937 - GUI::getInstance().getConsole()->setVisible(true);
937 + GUI::instance().getConsole()->setVisible(true);
938 938 _createNavMeshQueued = true;
939 939 return true;
940 940 }
  @@ -1005,7 +1005,7 @@
1005 1005 Console::d_printfn("[Editor]: Fog disabled!");
1006 1006 }
1007 1007
1008 - ParamHandler::getInstance().setParam(
1008 + ParamHandler::instance().setParam(
1009 1009 _ID("rendering.enableFog"),
1010 1010 toggleButton(ToggleButtons::TOGGLE_FOG)->isSelected());
1011 1011
  @@ -1043,7 +1043,7 @@
1043 1043 } else {
1044 1044 Console::d_printfn("[Editor]: NavMesh rendering disabled!");
1045 1045 }
1046 - AI::AIManager::getInstance().toggleNavMeshDebugDraw(
1046 + AI::AIManager::instance().toggleNavMeshDebugDraw(
1047 1047 toggleButton(ToggleButtons::TOGGLE_NAV_MESH_DRAW)->isSelected());
1048 1048 return true;
1049 1049 }