timesynk/engine/states/state_blank.c

67 lines
1.4 KiB
C

/******
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;
}
}