58 std::vector<Screen *> m_screens;
59 std::vector<Screen *> m_screensToAdd;
60 std::vector<Screen *> m_screensToRemove;
61 std::vector<Screen *> m_screensToDraw;
63 std::vector<Screen *>::iterator m_it;
64 std::vector<Screen *>::reverse_iterator m_rit;
66 virtual void HandleInput(
const InputState *pInput);
Updates, renders, and manages transitions between instances of the Screen class.
Definition: ScreenManager.h:22
Base class for all game screens and menus.
Definition: Screen.h:39
virtual void AddScreen(Screen *pScreen)
Add a screen to be managed.
Definition: ScreenManager.cpp:146
ScreenManager(Game *pGame)
Instantiate a screen manager object.
Definition: ScreenManager.cpp:19
ResourceManager * GetResourceManager() const
Gets a pointer to the ResourceManager, for loading and managing resources.
Definition: ScreenManager.cpp:24
Contains timing values for game updates and rendering.
Definition: GameTime.h:17
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that screen logic needs to be processed.
Definition: ScreenManager.cpp:52
Base class for all games. Provides graphics initialization, game loop, and rendering code...
Definition: Game.h:18
Enables a group of sprites to be drawn using the same settings.
Definition: SpriteBatch.h:44
Loads and manages the lifespan of objects from external files.
Definition: ResourceManager.h:17
virtual void Draw(SpriteBatch *pSpriteBatch)
Called when the game determines it is time to draw a frame.
Definition: ScreenManager.cpp:103
Game * GetGame() const
Gets a pointer to the Game.
Definition: ScreenManager.h:35
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for dev...
Definition: Animation.cpp:14