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/* |
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Copyright (c) 2016 Poul Sander |
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Permission is hereby granted, free of charge, to any person |
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obtaining a copy of this software and associated documentation files |
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(the "Software"), to deal in the Software without restriction, |
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including without limitation the rights to use, copy, modify, merge, |
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publish, distribute, sublicense, and/or sell copies of the Software, |
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and to permit persons to whom the Software is furnished to do so, |
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subject to the following conditions: |
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|
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The above copyright notice and this permission notice shall be |
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included in all copies or substantial portions of the Software. |
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|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
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BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
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ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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SOFTWARE. |
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*/ |
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#ifndef GAMESTATEINTERFACE_HPP |
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#define GAMESTATEINTERFACE_HPP |
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#include "SDL.h" |
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namespace sago { |
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class GameStateInterface { |
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public: |
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/** |
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* Is the state active. If this returns false then the State-manager will pop the state object |
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* @return true if active |
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*/ |
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virtual bool IsActive() = 0; |
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/** |
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* Tells the state to draw itself to target |
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* @param target The RenderWindow to draw to |
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*/ |
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virtual void Draw(SDL_Renderer* target) = 0; |
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virtual void ProcessInput(const SDL_Event& event, bool &processed) = 0; |
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virtual void Update() {} |
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virtual ~GameStateInterface() {} |
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}; |
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} //sago |
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#endif /* GAMESTATEINTERFACE_HPP */ |
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