Updates, renders, and manages transitions between instances of the Screen class.
More...
#include <ScreenManager.h>
Updates, renders, and manages transitions between instances of the Screen class.
◆ ScreenManager()
| KatanaEngine::ScreenManager::ScreenManager |
( |
Game * |
pGame | ) |
|
Instantiate a screen manager object.
- Parameters
-
| pGame | A pointer to the game instance. |
◆ AddScreen()
| void KatanaEngine::ScreenManager::AddScreen |
( |
Screen * |
pScreen | ) |
|
|
virtual |
Add a screen to be managed.
- Parameters
-
| pScreen | A pointer to the screen to be managed. |
◆ Draw()
| void KatanaEngine::ScreenManager::Draw |
( |
SpriteBatch * |
pSpriteBatch | ) |
|
|
virtual |
Called when the game determines it is time to draw a frame.
- Parameters
-
| pSpriteBatch | The game's sprite batch, used for rendering. |
◆ GetGame()
| Game* KatanaEngine::ScreenManager::GetGame |
( |
| ) |
const |
|
inline |
Gets a pointer to the Game.
- Returns
- A pointer to the game instance.
◆ GetResourceManager()
| ResourceManager * KatanaEngine::ScreenManager::GetResourceManager |
( |
| ) |
const |
◆ Update()
| void KatanaEngine::ScreenManager::Update |
( |
const GameTime * |
pGameTime | ) |
|
|
virtual |
Called when the game has determined that screen logic needs to be processed.
- Parameters
-
| pGameTime | Timing values including time since last update. |
The documentation for this class was generated from the following files: