/* The MIT License * * Copyright (c) 2010 OTClient, https://github.com/edubart/otclient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef GAMESTATE_H #define GAMESTATE_H #include #include struct InputEvent; class GameState { public: GameState() { } virtual ~GameState() { } /// Fired when enter the state virtual void onEnter() = 0; /// Fired when leaves the state virtual void onLeave() = 0; /// Fired when user tries to close the window virtual void onClose() = 0; /// Fired for every user input event, this is called before processing UI input and if it returns false the input is not passed to the UI virtual bool onInputEvent(const InputEvent& event) = 0; /// Fired when main window is resized virtual void onResize(const Size& size) = 0; /// Fired before redering the UI virtual void render() = 0; }; #endif // GAMESTATE_H