avoiding compulsory call to superclass
I have an Animation class which is designed so that clients can create subclasses for their own custom animations. A client fills in the move logic of the animation in the Update function. But what every client *must* know is first to call the Update function of the superclass because there the time is updated that every animation needs.
Is there a way that I can make sure that CAnimation::Update is called without forcing every client to remember calling Update first?
/*virtual*/ Status CAnimation::Update(unsigned long ElapsedTime)
m_TimeElapsed += ElapsedTime;
Status CWinlineAnimation::Update(unsigned long TimeElapsed)
Status RetVal = CONTINUE;
// ...... move logic