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/* Copyright: (c) Kayne Ruse 2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "scene_signal.hpp"
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#include "SDL2/SDL.h"
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class BaseScene {
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public:
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BaseScene();
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virtual ~BaseScene();
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virtual void RenderFrame(SDL_Renderer*);
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static void SetRenderer(SDL_Renderer*);
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SceneSignal GetSceneSignal();
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//frame phases
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virtual void FrameStart();
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virtual void Update();
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virtual void FrameEnd();
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//input events
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virtual void QuitEvent();
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virtual void MouseMotion(SDL_MouseMotionEvent const& event);
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virtual void MouseButtonDown(SDL_MouseButtonEvent const& event);
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virtual void MouseButtonUp(SDL_MouseButtonEvent const& event);
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virtual void MouseWheel(SDL_MouseWheelEvent const& event);
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virtual void KeyDown(SDL_KeyboardEvent const& event);
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virtual void KeyUp(SDL_KeyboardEvent const& event);
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//TODO: joystick and controller events
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protected:
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//control
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static SDL_Renderer* GetRenderer();
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void SetSceneSignal(SceneSignal);
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private:
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static SDL_Renderer* rendererHandle;
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SceneSignal sceneSignal = SceneSignal::CONTINUE;
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};
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