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