1 ////////////////////////////////////////////////////////////////////////////////
2 //    Scorched3D (c) 2000-2011
3 //
4 //    This file is part of Scorched3D.
5 //
6 //    Scorched3D is free software; you can redistribute it and/or modify
7 //    it under the terms of the GNU General Public License as published by
8 //    the Free Software Foundation; either version 2 of the License, or
9 //    (at your option) any later version.
10 //
11 //    Scorched3D is distributed in the hope that it will be useful,
12 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //    GNU General Public License for more details.
15 //
16 //    You should have received a copy of the GNU General Public License along
17 //    with this program; if not, write to the Free Software Foundation, Inc.,
18 //    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20 
21 #include <landscape/LandscapeStateHandler.h>
22 #include <landscape/Landscape.h>
23 
LandscapeStateLandHandler()24 LandscapeStateLandHandler::LandscapeStateLandHandler() :
25 	GameStateI("LandscapeLand")
26 {
27 }
28 
~LandscapeStateLandHandler()29 LandscapeStateLandHandler::~LandscapeStateLandHandler()
30 {
31 }
32 
draw(const unsigned state)33 void LandscapeStateLandHandler::draw(const unsigned state)
34 {
35 	Landscape::instance()->calculateVisibility();
36 	Landscape::instance()->drawShadows();
37 	Landscape::instance()->drawLand();
38 }
39 
simulate(const unsigned state,float frameTime)40 void LandscapeStateLandHandler::simulate(const unsigned state, float frameTime)
41 {
42 	Landscape::instance()->simulate(frameTime);
43 }
44 
LandscapeStateWaterHandler()45 LandscapeStateWaterHandler::LandscapeStateWaterHandler() :
46 	GameStateI("LandscapeWater")
47 {
48 }
49 
~LandscapeStateWaterHandler()50 LandscapeStateWaterHandler::~LandscapeStateWaterHandler()
51 {
52 }
53 
draw(const unsigned state)54 void LandscapeStateWaterHandler::draw(const unsigned state)
55 {
56 	Landscape::instance()->drawWater();
57 }
58 
simulate(const unsigned state,float frameTime)59 void LandscapeStateWaterHandler::simulate(const unsigned state, float frameTime)
60 {
61 }
62 
LandscapeStateObjectsHandler()63 LandscapeStateObjectsHandler::LandscapeStateObjectsHandler() :
64 	GameStateI("LandscapeObjects")
65 {
66 }
67 
~LandscapeStateObjectsHandler()68 LandscapeStateObjectsHandler::~LandscapeStateObjectsHandler()
69 {
70 }
71 
draw(const unsigned state)72 void LandscapeStateObjectsHandler::draw(const unsigned state)
73 {
74 	Landscape::instance()->drawObjects();
75 }
76 
simulate(const unsigned state,float frameTime)77 void LandscapeStateObjectsHandler::simulate(const unsigned state, float frameTime)
78 {
79 }
80