changeState(State *s) | Game::State | |
enter()=0 | Game::State | [pure virtual] |
event(const irr::SEvent &event)=0 | Game::State | [pure virtual] |
leave()=0 | Game::State | [pure virtual] |
update(Game *g, irr::f32 dt)=0 | Game::State | [pure virtual] |
~State() (defined in Game::State) | Game::State | [inline, virtual] |