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?Code:/*virtual*/ Status CAnimation::Update(unsigned long ElapsedTime) { m_TimeElapsed += ElapsedTime; return CONTINUE; } Status CWinlineAnimation::Update(unsigned long TimeElapsed) { Status RetVal = CONTINUE; CAnimation::Update(TimeElapsed); // ...... move logic }



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