+// $Id$
+//
+// SuperTux - A Jump'n Run
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef __GAMEOBJECT_HPP__
#define __GAMEOBJECT_HPP__
#include <string>
-class DisplayManager;
+class DrawingContext;
/**
* Base class for all game objects. This contains functions for:
GameObject();
virtual ~GameObject();
- /** returns the name of the objecttype, this is mainly usefull for the editor.
- * For the coding part you should use C++ RTTI (ie. typeid and dynamic_cast)
- * instead.
- */
- virtual std::string type() const = 0;
/** This function is called once per frame and allows the object to update
* it's state. The elapsed_time is the time since the last frame and should be
* the base for all timed things.
*/
virtual void action(float elapsed_time) = 0;
+ /** The GameObject should draw itself onto the provided DrawingContext if this
+ * function is called.
+ */
+ virtual void draw(DrawingContext& context) = 0;
+
/** returns true if the object is not scheduled to be removed yet */
bool is_valid() const
{ return !wants_to_die; }