//////////////////////////////////////////////////////////////////////////////// // 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 GameStateI::GameStateI(const char *name) : gameStateIName_(name) { } GameStateI::~GameStateI() { } void GameStateI::simulate(const unsigned state, float simTime) { } void GameStateI::draw(const unsigned state) { } void GameStateI::keyboardCheck(const unsigned state, float frameTime, char *buffer, unsigned int keyState, KeyboardHistory::HistoryElement *, int hcount, bool &skipRest) { } void GameStateI::mouseDown(const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest) { } void GameStateI::mouseUp(const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest) { } void GameStateI::mouseDrag(const unsigned state, GameState::MouseButton button, int x, int y, int dx, int dy, bool &skipRest) { } void GameStateI::mouseWheel(const unsigned state, int x, int y, int z, bool &skipRest) { } void GameStateI::enterState(const unsigned state) { }