X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FState.h;h=41af536280c92acfff4de02172123dbdf56ad343;hb=ede708d4e15a34a4443727fc64fd28946fcbeb41;hp=7f46c5746c580ddc1ea089acab018d2f3b1f5926;hpb=867fd5d9b79c3b9c1d0fb17ba9f55cfe971b93d5;p=l2e.git diff --git a/src/app/State.h b/src/app/State.h index 7f46c57..41af536 100644 --- a/src/app/State.h +++ b/src/app/State.h @@ -8,31 +8,60 @@ #ifndef APP_APPLICATIONSTATE_H_ #define APP_APPLICATIONSTATE_H_ +#include "fwd.h" +#include "Timer.h" + #include namespace app { -class Application; -class Input; - +/// Application state base class for use with app::Application. class State { public: virtual ~State() { }; public: - /// do some setup + /// 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 EnterState(Application &ctrl, SDL_Surface *screen) = 0; - virtual void ExitState() = 0; + /// Do some cleanup. + /// Called when the state is popped from the stack. + virtual void ExitState(Application &ctrl, SDL_Surface *screen) = 0; + /// Called when the state becomes the active one. + virtual void ResumeState(Application &ctrl, SDL_Surface *screen) = 0; + /// Called when the state becomes inactive. + virtual void PauseState(Application &ctrl, SDL_Surface *screen) = 0; - /// adapt the state's graphics to given dimensions + /// 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 ;). virtual void Resize(int width, int height) = 0; - virtual void HandleInput(const Input &) = 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 + /// when the state is visible (roughly). + Timers &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 &PhysicsTimers() { return physicsTimers; } + +private: + Timers graphicsTimers; + Timers physicsTimers; + }; }