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GamePlay & | gamePlay () |
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virtual const Scene & | scene () const override |
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virtual const CameraHead & | cameraHead () const override |
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HMDManager & | hmdManager () |
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Viewer & | viewer () |
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virtual void | update (float deltaSec) override |
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void | draw () |
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| GameState (const std::string &name, GameState *parent) |
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GameState * | parentGameState () |
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virtual void | onEntered () override |
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virtual void | onLeft () override |
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| State (State *parent=nullptr) |
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| State (const std::string &name, State *parent=nullptr) |
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const std::string & | name () const |
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void | setName (const std::string &name) |
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State * | parentState () |
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const State * | parentState () const |
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State * | initialSubState () |
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const State * | initialSubState () const |
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void | setInitialSubState (State *initialSubState) |
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State * | finalSubState () |
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const State * | finalSubState () const |
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void | setFinalSubState (State *finalSubState) |
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State * | currentSubState () |
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const State * | currentSubState () const |
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void | setCurrentSubState (State *substate) |
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bool | finished () const |
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std::list< State * > & | substates () |
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const std::list< State * > & | substates () const |
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void | addSubState (State *state) |
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void | removeSubState (State *state) |
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std::list< Transition * > & | transitions () |
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const std::list< Transition * > & | transitions () const |
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void | addTransition (Transition *transition) |
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void | removeTransition (Transition *transition) |
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Mainstate of the Game, entered once when libraries and context are setup and left just before they are teared down again