#include "FxEngine.h" #include FE_Angle FxEngine::dh(0); FE_Angle FxEngine::dv(0); FE_Angle FxEngine::m_dh(0); FE_Angle FxEngine::m_dv(0); FE_Position FxEngine::real(0,0,0); FE_Position FxEngine::m_virt(0,0,0); int FxEngine::m_numChange=0; int FxEngine::numPublicChange=0; FE_State FxEngine::m_state=FE_PASSIVE; void FxEngine::newFrame() { numPublicChange=m_numChange; dh=m_dh; dv=m_dv; real=m_virt; dupdate(); dclear(white); } void FxEngine::setState(FE_State state) { if (m_moveActive==state) return; if (state==true) { // TODO // gint timer m_moveActive=true; } else { // TODO // gint kill timer m_moveActive=false; } } void FxEngine::move() { // todo with math functions, not implemented yet ! }