/* Copyright: (c) Kayne Ruse 2013 * * 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. */ #ifndef BASESCENE_HPP_ #define BASESCENE_HPP_ #include "scene_list.hpp" #include "SDL/SDL.h" class BaseScene { public: //Public access members BaseScene(); virtual ~BaseScene(); //Program control static SDL_Surface* SetScreen(int w, int h, int bpp = 0, Uint32 flags = SDL_HWSURFACE|SDL_DOUBLEBUF); static SDL_Surface* GetScreen(); SceneList SetNextScene(SceneList sceneIndex); SceneList GetNextScene() const; //Frame loop virtual void RunFrame(double delta); virtual void RenderFrame(); protected: virtual void FrameStart() {} virtual void HandleEvents(); virtual void Update(double delta) {} virtual void FrameEnd() {} virtual void Render(SDL_Surface* const screen) {} //Event handlers virtual void QuitEvent() { SetNextScene(SceneList::QUIT); } virtual void MouseMotion(SDL_MouseMotionEvent const&) {} virtual void MouseButtonDown(SDL_MouseButtonEvent const&) {} virtual void MouseButtonUp(SDL_MouseButtonEvent const&) {} virtual void KeyDown(SDL_KeyboardEvent const&) {} virtual void KeyUp(SDL_KeyboardEvent const&) {} #ifdef USE_EVENT_JOYSTICK //TODO: joystick/gamepad support #endif #ifdef USE_EVENT_UNKNOWN virtual void UnknownEvent(SDL_Event const&) {} #endif private: static SDL_Surface* screen; SceneList nextScene = SceneList::CONTINUE; }; #endif