6e8fbca745
match the genesis editor version 1.3.0.653.
135 lines
3.9 KiB
C++
135 lines
3.9 KiB
C++
/****************************************************************************
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Copyright (c) 2003,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "appframework/statehandler.h"
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namespace App
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{
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__ImplementClass(App::StateHandler, 'APST', Core::RefCounted);
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//------------------------------------------------------------------------------
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/**
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*/
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StateHandler::StateHandler()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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StateHandler::~StateHandler()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called when the state handler is attached to the App object.
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One-time inits should be done here.
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*/
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void
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StateHandler::OnAttachToApplication()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called when the state handler is removed from
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the App object.
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*/
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void
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StateHandler::OnRemoveFromApplication()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called when the state associated with this state handler
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is entered. The parameter indicates the previously active state.
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@param prevState previous state
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*/
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void
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StateHandler::OnStateEnter(const Util::String& prevState)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called when the state associated with this state handler
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is left. The parameter indicates the next active state.
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@param nextState next state
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*/
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void
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StateHandler::OnStateLeave(const Util::String& nextState)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called on the current application state after the
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database is opened and before entities are loaded. You can use this
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method to setup managers which depend on a valid database.
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*/
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void
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StateHandler::OnLoadBefore()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called on the current application state after entities
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have been loaded. You can use this method to setup managers which depend
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on loaded entities.
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*/
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void
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StateHandler::OnLoadAfter()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called once a frame while the state is active. The method
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must return a state identifier. If this is different from the current
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state, a state switch will occur after the method returns. This method
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MUST be overriden by subclasses.
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@return a state identifier
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*/
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Util::String
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StateHandler::OnFrame()
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{
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return "";
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}
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} // namespace Application
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