/**************************************************************************** Copyright (c) 2007,Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __statehandler_H__ #define __statehandler_H__ #include "core/refcounted.h" #include "app/application.h" //------------------------------------------------------------------------------ namespace App { class StateHandler : public Core::RefCounted { __DeclareClass(StateHandler); public: /// constructor StateHandler(); /// destructor virtual ~StateHandler(); /// set state name void SetName(const Util::String& n); /// get state name const Util::String& GetName() const; /// called when attached to application object virtual void OnAttachToApplication(); /// called when removed from the application object virtual void OnRemoveFromApplication(); /// called when the state represented by this state handler is entered virtual void OnStateEnter(const Util::String& prevState); /// called when the state represented by this state handler is left virtual void OnStateLeave(const Util::String& nextState); /// called each frame as long as state is current, return new state virtual Util::String OnFrame(); /// called after Db is opened, and before entities are loaded virtual void OnLoadBefore(); /// called after entities are loaded virtual void OnLoadAfter(); protected: Util::String mStateName; }; //------------------------------------------------------------------------------ /** */ inline void StateHandler::SetName(const Util::String& n) { this->mStateName = n; } //------------------------------------------------------------------------------ /** */ inline const Util::String& StateHandler::GetName() const { return this->mStateName; } }; //------------------------------------------------------------------------------ #endif // __statehandler_H__