: ctrl(0), battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
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(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);
+
private:
void CheckAnimations();
bool HasAnimationsRunning() const;
app::Timer<Uint32> titleBarTimer;
app::Timer<Uint32> targetAnimationTimer;
std::vector<NumberAnimation> numberAnimation;
- std::vector<geometry::Point<int> > numberPosition;
+ std::vector<geometry::Vector<int> > numberPosition;
int cursor;
};