geState

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Usage

A single game state, that contains a separate instance of a scene graph and camera. Multiple instances of this class can be store in geGame's game stack, which is useful for managing multiple game states. Your update code can be included in this state (you *must* register an update function before the state's initialize is called, or it will throw an exception). If you need additional functionality, you can inherit from this class.


Inheritance


Reference

Fields

  •  geSceneGraph* sceneGraph;
  •  geRenderArgs* renderArgs;
  •  geICamera* camera;
  •  geCallback callback;
  •  geCallback initCallback;

Constructors

  •  geState( geCallback _callback, geICamera* _camera = new geFPCamera() );
  •  geState( const geState& copy );

Methods

  •  void addSceneLight(geLight* _light);
  •  void removeSceneLight(geLight* _light);
  •  virtual void Update();
  •  virtual void Draw();
  •  virtual void Initialize();