/// Handle interactive events such as input and timers.
virtual void HandleEvents(const Input &) = 0;
/// Update the time-dependant world representation.
- virtual void UpdateWorld(float deltaT) = 0;
+ virtual void UpdateWorld(Uint32 deltaMs) = 0;
/// Draw a picture of the world.
virtual void Render(SDL_Surface *) = 0;
/// Timers handle intended for graphics, sync'ed with world time.
/// These timers are only updated for the stack top and thus appear paused
/// when the state is visible (roughly).
- Timers<float> &PhysicsTimers() { return physicsTimers; }
+ Timers<Uint32> &PhysicsTimers() { return physicsTimers; }
private:
Application *ctrl;
Timers<Uint32> graphicsTimers;
- Timers<float> physicsTimers;
+ Timers<Uint32> physicsTimers;
};