/**************************************************************************** Copyright (c) 2003,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. ****************************************************************************/ #include "stdneb.h" #include "appframework/statehandler.h" namespace App { __ImplementClass(App::StateHandler, 'APST', Core::RefCounted); //------------------------------------------------------------------------------ /** */ StateHandler::StateHandler() { // empty } //------------------------------------------------------------------------------ /** */ StateHandler::~StateHandler() { // empty } //------------------------------------------------------------------------------ /** This method is called when the state handler is attached to the App object. One-time inits should be done here. */ void StateHandler::OnAttachToApplication() { // empty } //------------------------------------------------------------------------------ /** This method is called when the state handler is removed from the App object. */ void StateHandler::OnRemoveFromApplication() { // empty } //------------------------------------------------------------------------------ /** This method is called when the state associated with this state handler is entered. The parameter indicates the previously active state. @param prevState previous state */ void StateHandler::OnStateEnter(const Util::String& prevState) { // empty } //------------------------------------------------------------------------------ /** This method is called when the state associated with this state handler is left. The parameter indicates the next active state. @param nextState next state */ void StateHandler::OnStateLeave(const Util::String& nextState) { // empty } //------------------------------------------------------------------------------ /** This method is called on the current application state after the database is opened and before entities are loaded. You can use this method to setup managers which depend on a valid database. */ void StateHandler::OnLoadBefore() { // empty } //------------------------------------------------------------------------------ /** This method is called on the current application state after entities have been loaded. You can use this method to setup managers which depend on loaded entities. */ void StateHandler::OnLoadAfter() { // empty } //------------------------------------------------------------------------------ /** This method is called once a frame while the state is active. The method must return a state identifier. If this is different from the current state, a state switch will occur after the method returns. This method MUST be overriden by subclasses. @return a state identifier */ Util::String StateHandler::OnFrame() { return ""; } } // namespace Application