#ifndef BATTLE_RUNSTATE_H_
#define BATTLE_RUNSTATE_H_
+#include "../fwd.h"
#include "../../app/State.h"
-
#include "../../geometry/Vector.h"
namespace battle {
-class BattleState;
-
class RunState
: public app::State {
public:
explicit RunState(BattleState *battle)
- : ctrl(0), battle(battle){ }
+ : battle(battle){ }
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
-
- virtual void Resize(int width, int height);
virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+private:
+ virtual void OnEnterState(SDL_Surface *screen);
+ virtual void OnExitState(SDL_Surface *screen);
+ virtual void OnResumeState(SDL_Surface *screen);
+ virtual void OnPauseState(SDL_Surface *screen);
+
+ virtual void OnResize(int width, int height);
+
private:
void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
- app::Application *ctrl;
BattleState *battle;
app::Timer<Uint32> timer;