Show Action.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <engine/Action.h>
Action::Action(ActionRenderer *renderer) :
renderer_(renderer), context_(0),
actionStartTime_(0.0f), actionEvent_(false)
{
}
Action::~Action()
{
if (renderer_) delete renderer_;
}
void Action::draw()
{
if (renderer_) renderer_->draw(this);
}
void Action::setActionRender(ActionRenderer *renderer)
{
if (renderer_) delete renderer_;
renderer_ = renderer;
}
void Action::setScorchedContext(ScorchedContext *context)
{
context_ = context;
}
ScorchedContext *Action::getScorchedContext()
{
return context_;
}
void Action::simulate(float frameTime, bool &removeAction)
{
if (renderer_) renderer_->simulate(this, frameTime, removeAction);
}
ActionRenderer::ActionRenderer()
{
}
ActionRenderer::~ActionRenderer()
{
}
void ActionRenderer::simulate(Action *action, float frametime, bool &removeAction)
{
}
SpriteAction::SpriteAction(ActionRenderer *render) : Action(render)
{
}
SpriteAction::~SpriteAction()
{
}
void SpriteAction::init()
{
}
SpriteActionReferenced::SpriteActionReferenced(ActionRenderer *render) : SpriteAction(render)
{
}
SpriteActionReferenced::~SpriteActionReferenced()
{
}
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