//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include Action::Action(ActionRenderer *renderer) : renderer_(renderer), context_(0), actionStartTime_(0.0f), actionEvent_(false) { } Action::~Action() { if (renderer_) delete renderer_; } void Action::draw() { if (renderer_) renderer_->draw(this); } void Action::setActionRender(ActionRenderer *renderer) { if (renderer_) delete renderer_; renderer_ = renderer; } void Action::setScorchedContext(ScorchedContext *context) { context_ = context; } ScorchedContext *Action::getScorchedContext() { return context_; } void Action::simulate(float frameTime, bool &removeAction) { if (renderer_) renderer_->simulate(this, frameTime, removeAction); } ActionRenderer::ActionRenderer() { } ActionRenderer::~ActionRenderer() { } void ActionRenderer::simulate(Action *action, float frametime, bool &removeAction) { } SpriteAction::SpriteAction(ActionRenderer *render) : Action(render) { } SpriteAction::~SpriteAction() { } void SpriteAction::init() { } SpriteActionReferenced::SpriteActionReferenced(ActionRenderer *render) : SpriteAction(render) { } SpriteActionReferenced::~SpriteActionReferenced() { }