//This file is part of Photon (http://photon.sourceforge.net) //Copyright (C) 2004-2005 James Turk // // Author: // James Turk (jpt2433@rit.edu) // // Version: // $Id: State.hpp,v 1.1 2005/08/08 19:19:25 cozman Exp $ #ifndef PHOTON_STATE_HPP #define PHOTON_STATE_HPP #include "types.hpp" // Class: State // Pure virtual State class, used as base class for Photon's state system. // // Photon's State system is extremely simple yet also very convenient. Simply // by creating classes that fulfill the interface you can use Photon // to manage the state that the game is in. // Implement as many or as few of the members of State as needed (the only // necessary member being ) and make the state as current via // . Once a state is made current it's // update and render methods will be called every frame until either a new // state is made current or the application ends. class State { // Group: (Con/De)structors public: // Function: State // A State's constructor is called whenever the state is made active via // . State() { }; // Function: ~State // A State's destructor is called whenever the state is no longer the // active state (the application ends, or a new state is made active). virtual ~State() { }; // Group: State Functions public: // Function: update // All of a state's logic should go in update, it is called every frame // before the rendering process begins. Nothing should be drawn to the // screen within update because it will be cleared before it is shown. virtual void update() { }; // Function: render // The only required member of State, anything that should be drawn to the // screen while the State is active should be drawn in render. Game logic // inside of render should be kept to a minimum for optimum performance. virtual void render()=0; }; typedef photon::shared_ptr StatePtr; #endif //PHOTON_STATE_HPP