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/* 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 <prerequisites.h>
#include <core/input.h>
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