//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // 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 #include LandscapeStateLandHandler::LandscapeStateLandHandler() : GameStateI("LandscapeLandStateHandler") { } LandscapeStateLandHandler::~LandscapeStateLandHandler() { } void LandscapeStateLandHandler::draw(const unsigned state) { Landscape::instance()->drawLand(); } void LandscapeStateLandHandler::simulate(const unsigned state, float frameTime) { Landscape::instance()->simulate(frameTime); } LandscapeStateWaterHandler::LandscapeStateWaterHandler() : GameStateI("LandscapeStateWaterHandler") { } LandscapeStateWaterHandler::~LandscapeStateWaterHandler() { } void LandscapeStateWaterHandler::draw(const unsigned state) { Landscape::instance()->drawWater(); } void LandscapeStateWaterHandler::simulate(const unsigned state, float frameTime) { } LandscapeStateObjectsHandler::LandscapeStateObjectsHandler() : GameStateI("LandscapeStateObjectsHandler") { } LandscapeStateObjectsHandler::~LandscapeStateObjectsHandler() { } void LandscapeStateObjectsHandler::draw(const unsigned state) { Landscape::instance()->drawObjects(); } void LandscapeStateObjectsHandler::simulate(const unsigned state, float frameTime) { }