X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FState.h;h=0b8d51f628a846deacd1f4ce67e6ff6160f93c04;hb=5d1a76ae7725af998c6ee46adfe492c68ee1d34f;hp=6783d76052c41f17a2b1d8ea24e9b9ffccf42b2a;hpb=2ccc2369d32fb680a3047519d79c17de34c4e10a;p=l2e.git diff --git a/src/app/State.h b/src/app/State.h index 6783d76..0b8d51f 100644 --- a/src/app/State.h +++ b/src/app/State.h @@ -1,10 +1,3 @@ -/* - * State.h - * - * Created on: Apr 8, 2012 - * Author: holy - */ - #ifndef APP_APPLICATIONSTATE_H_ #define APP_APPLICATIONSTATE_H_ @@ -19,21 +12,49 @@ namespace app { class State { public: - virtual ~State() { }; + State(); + virtual ~State(); public: + /// Called by Application when pushing this state. + void EnterState(Application &ctrl, SDL_Surface *screen); + /// Called by Application when popping this state. + void ExitState(Application &ctrl, SDL_Surface *screen); + /// Called by Application when this state becomes the top state. + void ResumeState(SDL_Surface *screen); + /// Called by Application when this state no longer is the top state. + void PauseState(SDL_Surface *screen); + + /// Called by Application on SDL window resize events. + void Resize(int width, int height); + + /// Handle interactive events such as input and timers. + virtual void HandleEvents(const Input &) = 0; + /// Update the time-dependant world representation. + virtual void UpdateWorld(Uint32 deltaMs) = 0; + /// Draw a picture of the world. + virtual void Render(SDL_Surface *) = 0; + +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) + /// or you'll get a std::domain_error (potentially evil in d'tor)! + Application &Ctrl(); + const Application &Ctrl() const; + +private: /// Do some setup that needs an application and/or screen handle and thus /// can not be done by the constructor. /// Called when the state first enters the stack. /// @param ctrl the Application running the state - virtual void OnEnterState(Application &ctrl, SDL_Surface *screen) = 0; + virtual void OnEnterState(SDL_Surface *screen) = 0; /// Do some cleanup. /// Called when the state is popped from the stack. - virtual void OnExitState(Application &ctrl, SDL_Surface *screen) = 0; + virtual void OnExitState(SDL_Surface *screen) = 0; /// Called when the state becomes the active one. - virtual void OnResumeState(Application &ctrl, SDL_Surface *screen) = 0; + virtual void OnResumeState(SDL_Surface *screen) = 0; /// Called when the state becomes inactive. - virtual void OnPauseState(Application &ctrl, SDL_Surface *screen) = 0; + virtual void OnPauseState(SDL_Surface *screen) = 0; /// Adapt the state's graphics to given dimensions. /// NOTE: currently, this is only called for the stack top and not @@ -41,13 +62,6 @@ public: /// Will be fixed soom ;). virtual void OnResize(int width, int height) = 0; - /// 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; - /// Draw a picture of the world. - virtual void Render(SDL_Surface *) = 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 @@ -56,11 +70,12 @@ public: /// 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 &PhysicsTimers() { return physicsTimers; } + Timers &PhysicsTimers() { return physicsTimers; } private: + Application *ctrl; Timers graphicsTimers; - Timers physicsTimers; + Timers physicsTimers; };