/* 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 BBGE_STATE_DATA_H #define BBGE_STATE_DATA_H #include "Base.h" #include #include "ActionMapper.h" #include "Event.h" class StateManager; class RenderObject; class StateObject; class StateData { public: StateData(); ~StateData(); std::vector renderObjects; std::vector events; std::vector garbage; StateObject *stateObject; void clearGarbage(); void addRenderObject(RenderObject *renderObject, unsigned layer); void eraseRenderObjects(); void removeRenderObject(RenderObject *renderObject); void removeRenderObjectFromList(RenderObject *renderObject); std::string name; }; class StateObject : public ActionMapper { public: StateObject(); virtual ~StateObject(); virtual void applyState(){} virtual void removeState(); virtual void update(float dt); void addRenderObject(RenderObject *renderObject, unsigned layer); void removeRenderObject(RenderObject *renderObject); std::string name; virtual void action(int actionID, int state, int source, InputDevice device) {} protected: void registerState(StateObject *sb, const std::string &name); }; class StateManager { public: friend class StateObject; StateManager(); ~StateManager(); void clearStateObjects(); virtual void applyState (const std::string &state) {} virtual void removeState (std::string state); void enqueueJumpState (const std::string &state, bool force = false, bool staged = false); bool isStateJumpPending(); void pushState(const std::string &state); void popState(); void popAllStates(); StateData *getState(const std::string &state); StateData *getTopStateData(); StateObject *getTopStateObject(); virtual bool canChangeState()=0; StateObject *addStateInstance(StateObject *s); void clearStateInstances(); typedef std::vector StateInstances; StateInstances stateInstances; protected: int enqueuedStateStage; std::string enqueuedJumpState; bool stateChangeFlag; std::string getNameFromDerivedClassTypeName(const std::string &typeidName); void registerStateObject(StateObject *stateObject, const std::string &name=""); virtual void onUpdate(float dt); // std::stack is horrendously overweight, so we use a simple stack // implementation instead. #define STATE_STACK_SIZE 64 StateData *states[STATE_STACK_SIZE]; int statesTopIndex; bool states_empty() {return statesTopIndex == -1;} bool states_full() {return statesTopIndex == STATE_STACK_SIZE-1;} StateData *states_top() {return statesTopIndex >= 0 ? states[statesTopIndex] : 0;} typedef std::map StateObjectMap; StateObjectMap stateObjects; private: void jumpState (const std::string &state); // call enqueueJumpState }; extern StateManager *stateManager; #endif