/*
Copyright (c) 2016 Poul Sander

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

#ifndef GAMESTATEINTERFACE_HPP
#define GAMESTATEINTERFACE_HPP

#include "SDL.h"

namespace sago {

class GameStateInterface {
public:
	/**
	 * Is the state active. If this returns false then the State-manager will pop the state object
	 * @return true if active
	 */
	virtual bool IsActive() = 0;
	
	/**
	 * Tells the state to draw itself to target
	 * @param target The RenderWindow to draw to
	 */
	virtual void Draw(SDL_Renderer* target) = 0;
	
	virtual void ProcessInput(const SDL_Event& event, bool &processed) = 0;
	
	virtual void Update() {}
	
	virtual ~GameStateInterface() {}
};

}  //sago

#endif /* GAMESTATEINTERFACE_HPP */

