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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: entrycontext.h
//
// Description: EntryContext class declaration.
//
// History: + Created -- Darwin Chau
//
//=============================================================================
#ifndef ENTRYCONTEXT_H
#define ENTRYCONTEXT_H
//========================================
// System Includes
//========================================
//========================================
// Project Includes
//========================================
#include <contexts/context.h> // is-a Context
//========================================
// Forward References
//========================================
//=============================================================================
//
// Synopsis: The game is initialized to this empty context. It doesn't
// do anything!
//
//=============================================================================
class EntryContext : public Context
{
public:
// Static Methods for accessing this singleton.
static EntryContext* GetInstance();
protected:
virtual void OnStart( ContextEnum previousContext );
virtual void OnStop( ContextEnum nextContext );
virtual void OnUpdate( unsigned int elapsedTime );
virtual void OnSuspend();
virtual void OnResume();
virtual void OnHandleEvent( EventEnum id, void* pEventData );
private:
// constructor and destructor are protected to force singleton implementation
EntryContext();
virtual ~EntryContext();
// Declared but not defined to prevent copying and assignment.
EntryContext( const EntryContext& );
EntryContext& operator=( const EntryContext& );
// Pointer to the one and only instance of this singleton.
static EntryContext* spInstance;
};
//
// A little syntactic sugar for getting at this singleton.
//
inline EntryContext* GetEntryContext() { return( EntryContext::GetInstance() ); }
#endif // ENTRYCONTEXT_H
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