-/*
- * State.h
- *
- * Created on: Apr 8, 2012
- * Author: holy
- */
-
#ifndef APP_APPLICATIONSTATE_H_
#define APP_APPLICATIONSTATE_H_
-#include "fwd.h"
+namespace app {
+ class Application;
+ class Input;
+}
+
#include "Timer.h"
#include <SDL.h>
/// 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;
+ /// Number of milliseconds per simulation frame.
+ Uint32 Timestep() const { return timestep; }
+
protected:
/// Get a handle to the application this state is running on.
/// Do not call this while the state is off the stack (e.g. in c'tor/d'tor)
Application &Ctrl();
const Application &Ctrl() const;
+ /// Set the number of milliseconds per simulation frame.
+ void Timestep(Uint32 t) { timestep = t; }
+
private:
/// Do some setup that needs an application and/or screen handle and thus
/// can not be done by the constructor.
/// Adapt the state's graphics to given dimensions.
/// NOTE: currently, this is only called for the stack top and not
/// propagated on stack changes.
- /// Will be fixed soom ;).
+ /// Will be fixed sometime ;).
virtual void OnResize(int width, int height) = 0;
public:
/// Timers handle intended for graphics, sync'ed with render time.
/// These timers are only updated for the stack top and thus appear paused
- /// when the state is visible (roughly).
+ /// when the state is invisible (roughly).
Timers<Uint32> &GraphicsTimers() { return graphicsTimers; }
/// 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; }
+ /// when the state is invisible (roughly).
+ Timers<Uint32> &PhysicsTimers() { return physicsTimers; }
private:
Application *ctrl;
Timers<Uint32> graphicsTimers;
- Timers<float> physicsTimers;
+ Timers<Uint32> physicsTimers;
+ Uint32 timestep;
};
}
-#endif /* APP_STATE_H_ */
+#endif