Update README.md
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README.md
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README.md
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@ -18,10 +18,10 @@ public:
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private:
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private:
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virtual bool OnCreate() { return true; }
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virtual bool OnCreate() { return true; }
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virtual void OnClose() { }
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virtual void OnClose() { }
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virtual bool OnEvent(const SDL_Event& event) { return true;}
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virtual bool OnEvent(const SDL_Event& event) { return true;}
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virtual bool OnUpdate(double frametime) { return true; }
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virtual bool OnUpdate(double frametime) { return true; }
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virtual void OnRender(SDL_Renderer* renderer) { }
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virtual void OnRender(SDL_Renderer* renderer) { }
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};
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};
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```
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```
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@ -44,4 +44,4 @@ the only difference being `IScreen::OnFocus()` and `IScreen::OnDefocus()` which
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A window holds a pointer to an `sf::IScreen`. If that pointer is `nullptr`, the above callbacks will be called. If it isn't `nullptr` then the callbacks from the `sf::IScreen` will be called instead.
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A window holds a pointer to an `sf::IScreen`. If that pointer is `nullptr`, the above callbacks will be called. If it isn't `nullptr` then the callbacks from the `sf::IScreen` will be called instead.
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You can switch screens via a the `IWindow::SwitchScreen()` function.
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You can switch screens via a the `IWindow::SwitchScreen()` function.
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To use a screen, you simple derive from `sf::IScreen` and implement the callbacks. `IScreen::OnFocus()` receives the calling `sf::IWindow` as a parameter.
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To use a screen, you simple derive from `sf::IScreen` and implement the callbacks. `IScreen::OnFocus()` receives the calling `sf::IWindow` as a parameter.
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