/* Copyright: (c) Kayne Ruse 2013-2015 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #pragma once #include "scene_signal.hpp" #include "SDL2/SDL.h" class BaseScene { public: BaseScene(); virtual ~BaseScene(); virtual void RenderFrame(SDL_Renderer*); static void SetRenderer(SDL_Renderer*); SceneSignal GetSceneSignal(); //frame phases virtual void FrameStart(); virtual void Update(); virtual void FrameEnd(); //input events virtual void QuitEvent(); virtual void MouseMotion(SDL_MouseMotionEvent const& event); virtual void MouseButtonDown(SDL_MouseButtonEvent const& event); virtual void MouseButtonUp(SDL_MouseButtonEvent const& event); virtual void MouseWheel(SDL_MouseWheelEvent const& event); virtual void KeyDown(SDL_KeyboardEvent const& event); virtual void KeyUp(SDL_KeyboardEvent const& event); //TODO: (9) joystick and controller events protected: //control static SDL_Renderer* GetRenderer(); void SetSceneSignal(SceneSignal); private: static SDL_Renderer* rendererHandle; SceneSignal sceneSignal = SceneSignal::CONTINUE; };