3#include <Core/CoreDLL.h>
5#include <Foundation/Reflection/Reflection.h>
9enum class plGameStatePriority
62 virtual void ProcessInput();
65 virtual void BeforeWorldUpdate();
68 virtual void AfterWorldUpdate();
83 virtual void RequestQuit();
86 bool WasQuitRequested()
const;
89 bool m_bStateWantsToQuit =
false;
plGameState is the base class to build custom game logic upon. It works closely together with plGameA...
Definition GameStateBase.h:38
virtual void OnDeactivation()=0
Called when the game state is being shut down.
virtual void ScheduleRendering()=0
Has to call plRenderLoop::AddMainView for all views that need to be rendered.
virtual plGameStatePriority DeterminePriority(plWorld *pWorld) const =0
Called by plGameApplication to determine which game state is best suited to handle a situation.
virtual void OnActivation(plWorld *pWorld, const plTransform *pStartPosition)=0
When a game state was chosen, it gets activated through this function.
All classes that should be dynamically reflectable, need to be derived from this base class.
Definition DynamicRTTI.h:86
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22