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package com.gebauz.Bauzoid.gamestates;
import com.gebauz.Bauzoid.app.Game;
import com.gebauz.Bauzoid.app.GameObject;
import com.gebauz.Bauzoid.math.Vector4;
/** Game state base class. */
public abstract class BaseGameState extends GameObject
{
private Vector4 mFadeInColor = new Vector4(0, 0, 0, 0);
private Vector4 mFadeOutColor = new Vector4(0, 0, 0, 0);
private boolean mDoFadeIn = false;
private boolean mDoFadeOut = false;
/** Constructor. */
public BaseGameState(Game game)
{
super(game);
}
/** Called when game state is initialized. */
public abstract void init();
/** Called when game state is exited and destroyed. */
public abstract void exit();
/** Update game logic. */
public abstract void update(float deltaTime);
/** Update game logic during fading for animations that may continue even during fading. */
public void updateFading(float deltaTime) {}
/** Render the game. */
public abstract void render();
/** Called when the surface has been destroyed and recreated. */
public void onSurfaceChanged(int w, int h) {}
/** Check if the specific game state requires fading in. */
public final boolean doFadeIn()
{
return mDoFadeIn;
}
/** Check if the specific game state requires fading out. */
public final boolean doFadeOut()
{
return mDoFadeOut;
}
/** Set fading modes. */
public final void setFading(boolean fadeIn, boolean fadeOut)
{
mDoFadeIn = fadeIn;
mDoFadeOut = fadeOut;
}
/** Set fade in color. */
public final void setFadeInColor(Vector4 fadeInColor)
{
mFadeInColor = fadeInColor;
}
/** Get fade in color. */
public final Vector4 getFadeInColor()
{
return mFadeInColor;
}
/** Set fade out color. */
public final void setFadeOutColor(Vector4 fadeOutColor)
{
mFadeOutColor = fadeOutColor;
}
/** Get fade out color. */
public final Vector4 getFadeOutColor()
{
return mFadeOutColor;
}
}