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