GameStateI Class Reference

#include <GameStateI.h>

Inheritance diagram for GameStateI:

ActionController ClientLoadPlayersState ClientProcessingLoop ClientSaveScreenState ClientShotState ClientWaitState ConsoleImpl FrameTimer GLCameraFrustum GLWToolTip GLWWindowManager LandscapeMusicManager LandscapeStateLandHandler LandscapeStateObjectsHandler LandscapeStateWaterHandler Main2DCamera MainCamera MainCamera::Precipitation MainCamera::SaveScreen ParticleEngine RenderTargets::Renderer2D RenderTargets::Renderer3D RenderTracer ServerNewGameState ServerNextRoundState ServerNextShotState ServerNextTurnState ServerPlayingState ServerReadyState ServerResetState ServerShotFinishedState ServerShotState ServerStartingState ServerStateTooFewPlayersState ShotCountDown SoftwareMouse Sound SpeedChange TankKeyboardControl

List of all members.

Public Member Functions

 GameStateI (const char *name)
virtual ~GameStateI ()
virtual void simulate (const unsigned state, float simTime)
virtual void draw (const unsigned state)
virtual void mouseDown (const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest)
virtual void mouseUp (const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest)
virtual void mouseDrag (const unsigned state, GameState::MouseButton button, int x, int y, int dx, int dy, bool &skipRest)
virtual void mouseWheel (const unsigned state, int x, int y, int z, bool &skipRest)
virtual void enterState (const unsigned state)
virtual void keyboardCheck (const unsigned state, float frameTime, char *buffer, unsigned int keyState, KeyboardHistory::HistoryElement *history, int hisCount, bool &skipRest)
const char * getGameStateIName ()
int getPerfCounter (const char *perfName)
void startPerfCount (int counter)
void endPerfCount (int counter)
std::vector
< GameStatePerfCounter * > & 
getPerfCounters ()

Protected Attributes

const char * gameStateIName_
std::vector
< GameStatePerfCounter * > 
perfCounters_

Static Protected Attributes

static std::vector
< std::string
perfCounterNames_


Detailed Description

Definition at line 28 of file GameStateI.h.


Constructor & Destructor Documentation

GameStateI::GameStateI ( const char *  name  ) 

Definition at line 25 of file GameStateI.cpp.

GameStateI::~GameStateI (  )  [virtual]

Definition at line 31 of file GameStateI.cpp.


Member Function Documentation

void GameStateI::simulate ( const unsigned  state,
float  simTime 
) [virtual]

Reimplemented in ClientProcessingLoop, ConsoleImpl, GLWToolTip, GLWWindowManager, FrameTimer, MainCamera, ShotCountDown, SpeedChange, LandscapeMusicManager, LandscapeStateLandHandler, LandscapeStateWaterHandler, LandscapeStateObjectsHandler, Sound, RenderTargets::Renderer3D, RenderTargets::Renderer2D, and ActionController.

Definition at line 36 of file GameStateI.cpp.

Referenced by GameState::simulate().

void GameStateI::draw ( const unsigned  state  )  [virtual]

Reimplemented in ClientProcessingLoop, ClientSaveScreenState, ConsoleImpl, GLCameraFrustum, GLWToolTip, GLWWindowManager, FrameTimer, Main2DCamera, MainCamera, MainCamera::SaveScreen, MainCamera::Precipitation, ParticleEngine, ShotCountDown, SoftwareMouse, SpeedChange, LandscapeStateLandHandler, LandscapeStateWaterHandler, LandscapeStateObjectsHandler, RenderTargets::Renderer3D, RenderTargets::Renderer2D, RenderTracer, and ActionController.

Definition at line 41 of file GameStateI.cpp.

Referenced by GameState::draw().

void GameStateI::mouseDown ( const unsigned  state,
GameState::MouseButton  button,
int  x,
int  y,
bool &  skipRest 
) [virtual]

Reimplemented in GLWWindowManager, and MainCamera.

Definition at line 54 of file GameStateI.cpp.

void GameStateI::mouseUp ( const unsigned  state,
GameState::MouseButton  button,
int  x,
int  y,
bool &  skipRest 
) [virtual]

Reimplemented in GLWWindowManager, and MainCamera.

Definition at line 60 of file GameStateI.cpp.

void GameStateI::mouseDrag ( const unsigned  state,
GameState::MouseButton  button,
int  x,
int  y,
int  dx,
int  dy,
bool &  skipRest 
) [virtual]

Reimplemented in GLWWindowManager, and MainCamera.

Definition at line 66 of file GameStateI.cpp.

void GameStateI::mouseWheel ( const unsigned  state,
int  x,
int  y,
int  z,
bool &  skipRest 
) [virtual]

Reimplemented in GLWWindowManager, and MainCamera.

Definition at line 72 of file GameStateI.cpp.

void GameStateI::enterState ( const unsigned  state  )  [virtual]

Reimplemented in ClientLoadPlayersState, ClientShotState, ClientWaitState, GLWWindowManager, RenderTargets::Renderer3D, TankKeyboardControl, ServerNewGameState, ServerNextRoundState, ServerNextShotState, ServerNextTurnState, ServerPlayingState, ServerReadyState, ServerResetState, ServerShotFinishedState, ServerShotState, ServerStartingState, and ServerStateTooFewPlayersState.

Definition at line 77 of file GameStateI.cpp.

Referenced by GameState::setState().

void GameStateI::keyboardCheck ( const unsigned  state,
float  frameTime,
char *  buffer,
unsigned int  keyState,
KeyboardHistory::HistoryElement history,
int  hisCount,
bool &  skipRest 
) [virtual]

Reimplemented in ConsoleImpl, GLWWindowManager, MainCamera, SpeedChange, and TankKeyboardControl.

Definition at line 46 of file GameStateI.cpp.

const char* GameStateI::getGameStateIName (  )  [inline]

Definition at line 50 of file GameStateI.h.

References gameStateIName_.

int GameStateI::getPerfCounter ( const char *  perfName  ) 

Definition at line 82 of file GameStateI.cpp.

References int(), perfCounterNames_, and LangStringUtil::strcmp().

Referenced by GameState::getPerfCounter().

void GameStateI::startPerfCount ( int  counter  ) 

Definition at line 93 of file GameStateI.cpp.

References perfCounterNames_, and perfCounters_.

Referenced by GameState::startPerfCount().

void GameStateI::endPerfCount ( int  counter  ) 

Definition at line 102 of file GameStateI.cpp.

References perfCounterNames_, and perfCounters_.

Referenced by GameState::endPerfCount().

std::vector<GameStatePerfCounter *>& GameStateI::getPerfCounters (  )  [inline]

Definition at line 56 of file GameStateI.h.

References perfCounters_.

Referenced by GameState::clearTimers().


Member Data Documentation

const char* GameStateI::gameStateIName_ [protected]

Definition at line 59 of file GameStateI.h.

Referenced by getGameStateIName().

std::vector<GameStatePerfCounter *> GameStateI::perfCounters_ [protected]

Definition at line 60 of file GameStateI.h.

Referenced by endPerfCount(), getPerfCounters(), and startPerfCount().

std::vector< std::string > GameStateI::perfCounterNames_ [static, protected]

Definition at line 62 of file GameStateI.h.

Referenced by endPerfCount(), getPerfCounter(), and startPerfCount().


The documentation for this class was generated from the following files:
Generated on Mon Feb 16 15:15:01 2009 for Scorched3D by  doxygen 1.5.3