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GameStateI.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    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_)




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Action.cpp
  Action.h
  ActionController.cpp
  ActionController.h
  ActionReferenced.cpp
  ActionReferenced.h
  EventContainer.cpp
  EventContainer.h
  GameState.cpp
  GameState.h
  GameStateI.cpp
  GameStateI.h
  GameStateStimulusI.cpp
  GameStateStimulusI.h
  MainLoop.cpp
  MainLoop.h
  MainLoopI.cpp
  MainLoopI.h
  MetaClass.cpp
  MetaClass.h
  ModDirs.cpp
  ModDirs.h
  ModFileEntry.cpp
  ModFileEntry.h
  ModFiles.cpp
  ModFiles.h
  ModInfo.cpp
  ModInfo.h
  PhysicsParticle.cpp
  PhysicsParticle.h
  PhysicsParticleObject.cpp
  PhysicsParticleObject.h
  PlayShots.cpp
  PlayShots.h
  ScorchedCollisionIds.cpp
  ScorchedCollisionIds.h
  ScorchedContext.cpp
  ScorchedContext.h
  ShotState.cpp
  ShotState.h
  SyncCheck.cpp
  SyncCheck.h
  ViewPoints.cpp
  ViewPoints.h