Files
wagic/projects/mtg/include/GameStateTransitions.h
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

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C++

#ifndef _GAME_STATE_TRANSITIONS_H_
#define _GAME_STATE_TRANSITIONS_H_
#include <JGE.h>
#include <JGui.h>
#include "GameState.h"
class TransitionBase: public GameState, public JGuiListener{
public:
TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration);
~TransitionBase();
virtual void Start();
virtual void End();
virtual bool Finished() {return (mElapsed >= mDuration);};
virtual void Update(float dt);
virtual void Render() = 0;
virtual void ButtonPressed(int controllerId, int controlId);
float mElapsed;
float mDuration;
GameState* from;
GameState* to;
bool bAnimationOnly; //Does not call start or end on subordinates.
};
class TransitionFade: public TransitionBase {
public:
TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed);
virtual void Render();
bool mReversed;
};
#endif