-/*
- * 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>
/// 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(Application &ctrl, SDL_Surface *screen);
+ void ResumeState(SDL_Surface *screen);
/// Called by Application when this state no longer is the top state.
- void PauseState(Application &ctrl, SDL_Surface *screen);
+ 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(float deltaT) = 0;
+ virtual void UpdateWorld(Uint32 deltaMs) = 0;
/// Draw a picture of the world.
virtual void Render(SDL_Surface *) = 0;
/// 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
/// 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; }
+ Timers<Uint32> &PhysicsTimers() { return physicsTimers; }
private:
Application *ctrl;
Timers<Uint32> graphicsTimers;
- Timers<float> physicsTimers;
+ Timers<Uint32> physicsTimers;
};
}
-#endif /* APP_STATE_H_ */
+#endif