No code change just reformatting of header files.
finishing up my reformatting of the source from November/December following the guidelines that were posted. some extra things I added: * Any empty virtual declarations were kept to one line. * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
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@@ -15,7 +15,7 @@ class JGE;
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using namespace std;
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enum ENUM_GAME_STATE
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{
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{
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GAME_STATE_NONE = -1,
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GAME_STATE_MENU = 1,
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GAME_STATE_DUEL = 2,
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@@ -26,14 +26,14 @@ enum ENUM_GAME_STATE
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GAME_STATE_STORY = 7,
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GAME_STATE_TRANSITION = 8,
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GAME_STATE_MAX = 9,
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};
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};
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enum ENUM_GS_TRANSITION
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{
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{
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TRANSITION_FADE = 0,
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TRANSITION_FADE_IN = 1,
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MAX_TRANSITION
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};
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};
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class GameApp;
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class SimpleMenu;
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@@ -41,48 +41,48 @@ class Player;
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class GameState
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{
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protected:
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GameApp* mParent;
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JGE* mEngine;
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protected:
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GameApp* mParent;
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JGE* mEngine;
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public:
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GameState(GameApp* parent);
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virtual ~GameState() {}
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public:
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GameState(GameApp* parent);
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virtual ~GameState(){}
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virtual void Create() {}
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virtual void Destroy() {}
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virtual void Create(){}
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virtual void Destroy(){}
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virtual void Start() {}
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virtual void End() {}
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virtual void Start(){}
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virtual void End(){}
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virtual void Update(float dt) = 0;
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virtual void Render() = 0;
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virtual void Update(float dt) = 0;
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virtual void Render() = 0;
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// deck manipulation methods
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// 2010/09/15:
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// this was originally one method to do everything. That has been split up into two distinct
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// methods since the original was building a menu and returning a value. The first
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// creates the vector containing the deck information. The second will render that information
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// it makes it easier to manipulate the deck information menus.
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// generate the Deck Meta Data and build the menu items of the menu given
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static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL);
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// deck manipulation methods
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// 2010/09/15:
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// this was originally one method to do everything. That has been split up into two distinct
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// methods since the original was building a menu and returning a value. The first
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// creates the vector containing the deck information. The second will render that information
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// it makes it easier to manipulate the deck information menus.
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// generate the Deck Meta Data and build the menu items of the menu given
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// Will display up to maxDecks if maxDecks is non 0,all decks in path otherwise
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static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
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// build a vector of decks with the information passsed in.
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static vector<DeckMetaData *> getValidDeckMetaData(const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
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// build menu items based on the vector<DeckMetaData *>
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static void renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
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// generate the Deck Meta Data and build the menu items of the menu given
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static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL);
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// generate the Deck Meta Data and build the menu items of the menu given
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// Will display up to maxDecks if maxDecks is non 0,all decks in path otherwise
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static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
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// build a vector of decks with the information passsed in.
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static vector<DeckMetaData *> getValidDeckMetaData(const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
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// build menu items based on the vector<DeckMetaData *>
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static void renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
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static void renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
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};
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bool sortByName( DeckMetaData * d1, DeckMetaData * d2 );
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// build menu items based on the vector<DeckMetaData *>
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static void renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
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};
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bool sortByName(DeckMetaData * d1, DeckMetaData * d2);
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#endif
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