Added the scene template framework
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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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#include "base_scene.hpp"
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SDL_Renderer* BaseScene::rendererHandle = nullptr;
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BaseScene::BaseScene() {
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//EMPTY
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}
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BaseScene::~BaseScene() {
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//EMPTY
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}
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void BaseScene::RenderFrame(SDL_Renderer* renderer) {
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//EMPTY
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}
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void BaseScene::SetRenderer(SDL_Renderer* r) {
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rendererHandle = r;
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}
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SDL_Renderer* BaseScene::GetRenderer() {
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return rendererHandle;
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}
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void BaseScene::SetSceneSignal(SceneSignal signal) {
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sceneSignal = signal;
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}
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SceneSignal BaseScene::GetSceneSignal() {
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return sceneSignal;
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}
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//-------------------------
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//frame phases
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//-------------------------
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void BaseScene::FrameStart() {
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//EMPTY
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}
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void BaseScene::Update() {
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//EMPTY
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}
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void BaseScene::FrameEnd() {
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//EMPTY
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}
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//-------------------------
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//input events
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//-------------------------
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void BaseScene::QuitEvent() {
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sceneSignal = SceneSignal::QUIT;
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}
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void BaseScene::MouseMotion(SDL_MouseMotionEvent const& event) {
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//EMPTY
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}
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void BaseScene::MouseButtonDown(SDL_MouseButtonEvent const& event) {
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//EMPTY
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}
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void BaseScene::MouseButtonUp(SDL_MouseButtonEvent const& event) {
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//EMPTY
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}
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void BaseScene::MouseWheel(SDL_MouseWheelEvent const& event) {
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//EMPTY
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}
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void BaseScene::KeyDown(SDL_KeyboardEvent const& event) {
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//preference as a default
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switch(event.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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}
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void BaseScene::KeyUp(SDL_KeyboardEvent const& event) {
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//EMPTY
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}
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