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