1 #ifndef GAME_STATES_SAVEGAME_HPP
2 #define GAME_STATES_SAVEGAME_HPP
4 #include <BLIB/Graphics/Sprite.hpp>
34 virtual const char*
name()
const override;
41 virtual void activate(bl::engine::Engine& engine)
override;
48 virtual void deactivate(bl::engine::Engine& engine)
override;
56 virtual void update(bl::engine::Engine& engine,
float dt,
float)
override;
59 bl::rc::res::TextureRef bgndTxtr;
60 bl::gfx::Sprite background;
Parent namespace for all functionality unique to the game.
Owns all primary systems and a reference to the engine.
Basic engine state for when the game is saved.
virtual ~SaveGame()=default
Destroy the Save Game state.
virtual void activate(bl::engine::Engine &engine) override
Activates the state.
virtual const char * name() const override
Returns "SaveGame".
virtual void update(bl::engine::Engine &engine, float dt, float) override
Updates the state and menus and whatnot.
static bl::engine::State::Ptr create(core::system::Systems &systems)
Creates the save game state.
virtual void deactivate(bl::engine::Engine &engine) override
Deactivates the state.
Parent to all game states. Provides some commonly required data like core game systems.
core::system::Systems & systems