Show GameStateI.h 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
////////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_)
#define AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_
#include <engine/GameState.h>
#include <common/KeyboardHistory.h>
class GameStateI
{
public:
GameStateI(const char *name);
virtual ~GameStateI();
virtual void simulate(const unsigned state, float simTime);
virtual void draw(const unsigned state);
virtual void mouseDown(const unsigned state, GameState::MouseButton button,
int x, int y, bool &skipRest);
virtual void mouseUp(const unsigned state, GameState::MouseButton button,
int x, int y, bool &skipRest);
virtual void mouseDrag(const unsigned state, GameState::MouseButton button,
int x, int y, int dx, int dy, bool &skipRest);
virtual void mouseWheel(const unsigned state, int x, int y, int z, bool &skipRest);
virtual void enterState(const unsigned state);
virtual void keyboardCheck(const unsigned state, float frameTime,
char *buffer, unsigned int keyState,
KeyboardHistory::HistoryElement *history, int hisCount,
bool &skipRest);
const char *getGameStateIName() { return gameStateIName_; }
protected:
const char *gameStateIName_;
};
#endif // !defined(AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_)
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