void SetLeadOutTime(int ms) { leadOut = ms; }
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 UpdateBlinds(int width, int height);
Uint8 GetAlpha() const;
private:
app::Timer<Uint32> timer;
- app::Application *ctrl;
app::State *slave;
SDL_Surface *blinds;
Uint32 color;