/*========================================================================= gstate.cpp Author: PKG Created: Project: PRLSR Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #include "system\global.h" #include "system\gstate.h" #ifndef __SYSTEM_CLICKCOUNT_H__ #include "system\clickcount.h" #endif /*****************************************************************************/ static CScene *s_currentScene; static CScene *s_pendingScene; int GameState::s_timeSinceLast; static CClickCount s_clickCounter; /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void GameState::initialise() { s_currentScene=NULL; s_pendingScene=NULL; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void GameState::think() { updateTimer(); if( s_pendingScene ) { if( !s_currentScene) { if( s_currentScene ) { s_currentScene->shutdown(); } s_currentScene=s_pendingScene; s_pendingScene=NULL; s_currentScene->init(); } } ASSERT(s_currentScene); s_currentScene->think(); } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void GameState::render() { ASSERT(s_currentScene); s_currentScene->render(); } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void GameState::setNextScene( CScene *_nextScene ) { ASSERT(!s_pendingScene); s_pendingScene=_nextScene; } /*****************************************************************************/ CScene * GameState::getCurrentScene() { return s_currentScene; } /*****************************************************************************/ static int s_timeSpeed = ONE; void GameState::updateTimer() { s_timeSinceLast = (s_clickCounter.timeSinceLast() * s_timeSpeed) >> 12; if (s_timeSinceLast > 4 * 4096) { s_timeSinceLast = 4 * 4096; } } /*=========================================================================== end */