public:
explicit RunState(BattleState *battle)
- : ctrl(0), battle(battle){ }
+ : battle(battle){ }
public:
- virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
-
- virtual void OnResize(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;