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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4

This commit is contained in:
fgenesis 2011-08-03 22:05:33 +02:00
commit 3096eaf5e2
2519 changed files with 816064 additions and 0 deletions

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BBGE/StateMachine.h Normal file
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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef _statemachine_
#define _statemachine_
#include "Base.h"
struct Cooldown
{
int state;
Timer timer;
};
typedef std::list<Cooldown> Cooldowns;
class StateMachine
{
public:
StateMachine ();
virtual ~StateMachine() {}
void setState(int state, float time = -1, bool force = false, void* stateData=0);
void stopState(int state);
bool isState(int state);
int getState();
int getPrevState();
int getEnqueuedState() { return enqueuedState; }
float getStateTime();
void setStateTime(float t);
float getStateCounter();
enum
{
STATE_NONE = -1
};
virtual bool canSetState(int state);
void addCooldown(int state, float time);
void removeCooldown(int state);
void updateCooldowns(float dt);
bool isCooldown(int state);
void clearCooldowns();
protected:
void *currentStateData;
void *enqueuedStateData;
void perform(int state, float time = -1, void *stateData=0);
virtual void onEnterState(int state);
virtual void onExitState(int state);
int currentState, nextState, prevState, enqueuedState;
float stateTime, enqueuedTime, stateExtraDT;
void onUpdate (float dt);
void resetStateCounter()
{ stateCounter = 0; }
private:
Cooldowns cooldowns;
float stateCounter;
};
#endif