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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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130
BBGE/StateManager.h
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130
BBGE/StateManager.h
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __state_data__
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#define __state_data__
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#include "Base.h"
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#include "RenderObject.h"
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#include "ActionMapper.h"
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class StateManager;
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class StateObject;
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class StateData
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{
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public:
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StateData();
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~StateData();
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std::vector <RenderObject*> renderObjects;
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std::vector <EventPtr> events;
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std::vector <RenderObject*> garbage;
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StateObject *stateObject;
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void clearGarbage();
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void addRenderObject(RenderObject *renderObject, int layer);
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void eraseRenderObjects();
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void removeRenderObject(RenderObject *renderObject);
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void removeRenderObjectFromList(RenderObject *renderObject);
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std::string name;
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};
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class StateObject : public ActionMapper
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{
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public:
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StateObject();
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virtual ~StateObject();
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void action(int id, int state);
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virtual void applyState(){}
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virtual void removeState();
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virtual void update(float dt);
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void addRenderObject(RenderObject *renderObject, int layer=0);
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void removeRenderObject(RenderObject *renderObject);
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std::string name;
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protected:
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void registerState(StateObject *sb, const std::string &name);
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};
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class StateManager
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{
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public:
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friend class StateObject;
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StateManager();
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~StateManager();
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void clearStateObjects();
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virtual void applyState (const std::string &state) {}
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virtual void removeState (std::string state);
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void enqueueJumpState (const std::string &state, bool force = false, bool staged = false);
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bool isStateJumpPending();
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void pushState(const std::string &state);
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void popState();
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void popAllStates();
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StateData *getState(const std::string &state);
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StateData *getTopStateData();
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StateObject *getTopStateObject();
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virtual bool canChangeState()=0;
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StateObject *addStateInstance(StateObject *s);
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void clearStateInstances();
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typedef std::vector<StateObject*> StateInstances;
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StateInstances stateInstances;
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protected:
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int enqueuedStateStage;
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std::string enqueuedJumpState;
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bool stateChangeFlag;
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std::string getNameFromDerivedClassTypeName(const std::string &typeidName);
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void registerStateObject(StateObject *stateObject, const std::string &name="");
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virtual void onUpdate(float dt);
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// std::stack is horrendously overweight, so we use a simple stack
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// implementation instead.
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#define STATE_STACK_SIZE 64
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StateData *states[STATE_STACK_SIZE];
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int statesTopIndex;
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bool states_empty() {return statesTopIndex == -1;}
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bool states_full() {return statesTopIndex == STATE_STACK_SIZE-1;}
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StateData *states_top() {return statesTopIndex >= 0 ? states[statesTopIndex] : 0;}
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typedef std::map<std::string, StateObject*> StateObjectMap;
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StateObjectMap stateObjects;
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private:
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void jumpState (const std::string &state); // call enqueueJumpState
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};
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extern StateManager *stateManager;
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#endif
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