virtual ~Screen()
{}
+ /**
+ * gets called before this screen gets activated (which is at least once
+ * before the first draw or update call
+ */
virtual void setup()
{}
+ /** gets called when the current screen is temporarily suspended */
+ virtual void leave()
+ {}
+ /**
+ * gets called once per frame. The screen should draw itself in this function.
+ * State changes should not be done in this function, but rather in update
+ */
virtual void draw(DrawingContext& context) = 0;
+ /**
+ * gets called for once (per logical) frame. Screens should do their state
+ * updates and logic here
+ */
virtual void update(float elapsed_time) = 0;
};