'animations' as seperate from state loop
I want to redesign a game using an OO state machine, just wondering, from the standard examples i have seen if the screen is updated after the rendering state then how would i incorporate some small looped animations into this and still stick with the same order of flow and not start cluttering up the main() with conditios about drawing or not drawing screen.
i mean for example, in my game i go into an options menu state, when i hit the buttons in options menu the appropriate options window opens, but it is expanded onto the screen from the centre, using a loop to grow the box, thus i need to render, then update screen at end of each loop as boxsize grows.
My only issue is then at end of loop in main() i would still be stepping into a call to update the screen, which in the case above would not be neccesary, but should i just not worry about it? or can anybody suggest alternative approach?