/****** Example entry for state ******/ #include "state_blank.h" /* ================================ void initBlankState() Called once when switching to this state. Used to load whatever data used during process. ================================ */ void initBlankState() { } /* ================================ void freeBlankState() Called when switching out of this state. Free any data loading during init or process here. ================================ */ void freeBlankState() { } /* ================================ void processState(int delta) This function is our state's processing loop. It takes delta since last process in nanoseconds. This is where game logic occurs. ================================ */ void processBlankState(int delta) { } /* ================================ void renderBlankState() Our render state, called a variable amount of times per second. Make render calls here, bb. ================================ */ void renderBlankState() { g_renderSprite(menu_bg, g_screen, 0, s_bg_offset, 0); g_renderElements(s_focus_elements); } /* ================================ void handleBlankState(struct TSEvent event) This function handles user input. Likely to be removed and merged with processState. ================================ */ void handleBlankState(struct TSEvent event) { switch(event.type) { case TS_KEYBOARD: break; case TS_MOUSECLICK: break; default: break; } }