#include <dxf_statemanager.h>
Inheritance diagram for dxf::GameState:

Public Member Functions | |
| virtual HRESULT | Load ()=0 |
| virtual void | Unload ()=0 |
| virtual void | Update (double fTime, float fElapsedTime)=0 |
| virtual void | RenderPre2D (double fTime, float fElapsedTime) |
| virtual void | Render3D (double fTime, float fElapsedTime) |
| virtual void | Render2D (double fTime, float fElapsedTime)=0 |
| virtual void | Resize (const D3DSURFACE_DESC *pBackBufferSurfaceDesc) |
| virtual bool | MsgProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) |
| virtual HRESULT | OnResetDevice (IDirect3DDevice9 *pd3dDevice, const D3DSURFACE_DESC *pBackBufferSurfaceDesc) |
| virtual HRESULT | OnFrameRender (float fElapsedTime) |
| virtual void | OnGUIEvent (UINT nEvent, int nControlID, CDXUTControl *pControl, void *pUserContext) |
| virtual HRESULT | OnCreateDevice (IDirect3DDevice9 *pd3dDevice, const D3DSURFACE_DESC *pBackBufferSurfaceDesc) |
| virtual void | OnLostDevice () |
| virtual void | OnDestroyDevice () |
The base GameState is used unless use of the DXUT GUI facilities is necessary. In that case, use the derived GameStateGUI.
Definition at line 42 of file dxf_statemanager.h.
| virtual HRESULT dxf::GameState::Load | ( | ) | [pure virtual] |
Load is called after a change to this state is made, right after the previous state's Unload() function is called. Return S_OK on success.
Implemented in dxf::GameStateGUI.
| virtual bool dxf::GameState::MsgProc | ( | HWND | hWnd, | |
| UINT | uMsg, | |||
| WPARAM | wParam, | |||
| LPARAM | lParam | |||
| ) | [inline, virtual] |
A client side intercept for the windows message pump. Use to take messages away from the engine, such as the engine's desire to use escape to exit the application, quitting to OS.
Return true if you handled the message, essentially telling the engine that you want it to ignore the message, that you dealt with it.
Return false (the default behavior) if you did not handle the message and you want the engine to do what it pleases with the message.
If you do nothing but return true here, you'll likely get a "Not Responding" tag in the task manager. Bad.
Reimplemented in dxf::GameStateGUI.
Definition at line 92 of file dxf_statemanager.h.
Referenced by dxf::Game::MsgProc().
| virtual HRESULT dxf::GameState::OnCreateDevice | ( | IDirect3DDevice9 * | pd3dDevice, | |
| const D3DSURFACE_DESC * | pBackBufferSurfaceDesc | |||
| ) | [inline, virtual] |
Called when the device is created, passes the call to the Dialog Resource Manager.
Non-GUI apps can ignore this call.
Reimplemented in dxf::GameStateGUI.
Definition at line 121 of file dxf_statemanager.h.
Referenced by dxf::View::OnCreateDevice().
| virtual void dxf::GameState::OnDestroyDevice | ( | ) | [inline, virtual] |
Called when the device is destroyed, passes the call to the Dialog Resource Manager.
Non-GUI apps can ignore this call.
Reimplemented in dxf::GameStateGUI.
Definition at line 133 of file dxf_statemanager.h.
Referenced by dxf::View::OnDestroyDevice().
| virtual HRESULT dxf::GameState::OnFrameRender | ( | float | fElapsedTime | ) | [inline, virtual] |
Called right after the Render2D phase, draw the GUI objects on the screen. Simply use to call OnRender on the dialog object.
Non-GUI apps can ignore this call.
Reimplemented in dxf::GameStateGUI.
Definition at line 106 of file dxf_statemanager.h.
| virtual void dxf::GameState::OnGUIEvent | ( | UINT | nEvent, | |
| int | nControlID, | |||
| CDXUTControl * | pControl, | |||
| void * | pUserContext | |||
| ) | [inline, virtual] |
Called when something happens to a GUI object. Varies with the object. The affected object is identified by the nControlID parameter and is pointed to by pControl which probably needs to be casted into something other than CDXUTControl to be useful in this function. See the GUI demo for an example on what to do here.
Non-GUI apps can ignore this call.
Definition at line 115 of file dxf_statemanager.h.
Referenced by dxf::OnGameStateGUIEvent().
| virtual void dxf::GameState::OnLostDevice | ( | ) | [inline, virtual] |
Called when the device is lost, passes the call to the Dialog Resource Manager.
Non-GUI apps can ignore this call.
Reimplemented in dxf::GameStateGUI.
Definition at line 127 of file dxf_statemanager.h.
Referenced by dxf::View::OnLostDevice().
| virtual HRESULT dxf::GameState::OnResetDevice | ( | IDirect3DDevice9 * | pd3dDevice, | |
| const D3DSURFACE_DESC * | pBackBufferSurfaceDesc | |||
| ) | [inline, virtual] |
Called when the device is invalidated, the back buffer may be a different size. Reset screen locations and what not of GUI objects if applicable.
Non-GUI apps can ignore this call.
Reimplemented in dxf::GameStateGUI.
Definition at line 99 of file dxf_statemanager.h.
Referenced by dxf::View::OnResetDevice().
| virtual void dxf::GameState::Render2D | ( | double | fTime, | |
| float | fElapsedTime | |||
| ) | [pure virtual] |
The only render function used with 2D applications, used to render on top of any 3D scene that is going on in the background. This is the place to put your GUI in a 3D application.
Referenced by dxf::Model::Render2D().
| virtual void dxf::GameState::Render3D | ( | double | fTime, | |
| float | fElapsedTime | |||
| ) | [inline, virtual] |
Used to render the 3D scene. Not used with 2D applications.
Definition at line 65 of file dxf_statemanager.h.
Referenced by dxf::Model::Render3D().
| virtual void dxf::GameState::RenderPre2D | ( | double | fTime, | |
| float | fElapsedTime | |||
| ) | [inline, virtual] |
Used to render 2D stuff like a static background behind a 3D scene. Not used with 2D applications.
Definition at line 61 of file dxf_statemanager.h.
Referenced by dxf::Model::RenderPre2D().
| virtual void dxf::GameState::Resize | ( | const D3DSURFACE_DESC * | pBackBufferSurfaceDesc | ) | [inline, virtual] |
Called when the user or the operating system issues a resize or change of the back buffer. Any assumptions made about the back buffer (anything in D3DSURFACE_DESC) are invalid at this point, so make new assumptions.
Definition at line 77 of file dxf_statemanager.h.
Referenced by dxf::StateManager::Resize().
| virtual void dxf::GameState::Unload | ( | ) | [pure virtual] |
Unload is called when the state is changed from this state. Remove any claims on memory.
Implemented in dxf::GameStateGUI.
Referenced by dxf::StateManager::Unload().
| virtual void dxf::GameState::Update | ( | double | fTime, | |
| float | fElapsedTime | |||
| ) | [pure virtual] |
Update is called during the update phase. Use this time to update your world model, to read input, to perform as much logic as possible before the rendering phase.
Referenced by dxf::Model::OnFrameMove().
1.4.7