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Flint Engine
Modular C++20 2D game engine powered by SDL3
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Abstract base for a single game state (scene / screen). More...
#include <flint/core/state.h>
Collaboration diagram for Flint::State:Public Member Functions | |
| virtual void | handleInput (IWindow &window)=0 |
| Process raw input events and translate them into state-specific actions. | |
| virtual void | update (float deltaTime)=0 |
Advance the simulation logic for this state by deltaTime seconds. | |
| virtual void | render (GPURenderer &gpuRenderer, IWindow &window)=0 |
| Issue all draw calls necessary to visualize this state. | |
| virtual void | onEnter () |
| Called immediately after this state becomes the top of the stack. | |
| virtual void | onExit () |
| Called immediately before this state is removed from the top of the stack. | |
Protected Attributes | |
| std::string | m_contextName |
Abstract base for a single game state (scene / screen).
Each concrete State owns its own input handling, update logic, and rendering. States are managed on a stack by StateManager and receive lifecycle callbacks via onEnter() / onExit().