58 std::vector<Screen *> m_screens;
59 std::vector<Screen *> m_screensToAdd;
60 std::vector<Screen *> m_screensToRemove;
61 std::vector<Screen *> m_screensToDraw;
63 std::vector<Screen *>::iterator m_it;
64 std::vector<Screen *>::reverse_iterator m_rit;
66 virtual void HandleInput(
const InputState& input);
Base class for all games. Provides graphics initialization, game loop, and rendering code....
Contains timing values for game updates and rendering.
Loads and manages the lifespan of objects from external files.
Base class for all game screens and menus.
Updates, renders, and manages transitions between instances of the Screen class.
Game * GetGame() const
Gets a pointer to the Game.
ResourceManager * GetResourceManager() const
Gets a pointer to the ResourceManager, for loading and managing resources.
virtual void AddScreen(Screen *pScreen)
Add a screen to be managed.
virtual void Update(const GameTime &gameTime)
Called when the game has determined that screen logic needs to be processed.
virtual void Draw(SpriteBatch &spriteBatch)
Called when the game determines it is time to draw a frame.
ScreenManager(Game *pGame)
Instantiate a screen manager object.
Enables a group of sprites to be drawn using the same settings.
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for dev...