mirror of
https://github.com/AquariaOSE/Aquaria.git
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330 lines
6.2 KiB
C++
330 lines
6.2 KiB
C++
/*
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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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#include "StateManager.h"
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#include "Core.h"
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StateManager *stateManager = 0;
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//========[ StateObject ]========//
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StateObject::StateObject() : ActionMapper()
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{
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}
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void StateObject::registerState(StateObject *sb, const std::string &name)
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{
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core->registerStateObject(sb, name);
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}
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StateObject::~StateObject()
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{
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}
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void StateObject::removeState()
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{
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clearActions();
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clearCreatedEvents();
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}
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void StateObject::addRenderObject(RenderObject *renderObject, unsigned layer)
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{
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stateManager->getState(name)->addRenderObject(renderObject, layer);
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}
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void StateObject::removeRenderObject(RenderObject *renderObject)
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{
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stateManager->getState(name)->removeRenderObject(renderObject);
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}
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void StateObject::update(float dt)
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{
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ActionMapper::onUpdate(dt);
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}
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//========[ STATEDATA ]========//
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StateData::StateData()
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{
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stateObject = 0;
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}
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StateData::~StateData()
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{
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for (size_t i = 0; i < renderObjects.size(); i++)
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{
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removeRenderObject (renderObjects[i]);
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delete renderObjects[i];
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}
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}
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void StateData::addRenderObject(RenderObject* renderObject, unsigned layer)
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{
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core->addRenderObject(renderObject, layer);
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renderObjects.push_back (renderObject);
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renderObject->setStateDataObject(this);
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}
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void StateData::removeRenderObject(RenderObject *renderObject)
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{
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core->enqueueRenderObjectDeletion(renderObject);
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removeRenderObjectFromList(renderObject);
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}
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void StateData::removeRenderObjectFromList(RenderObject *renderObject)
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{
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for (std::vector<RenderObject*>::iterator i = renderObjects.begin(); i != renderObjects.end(); )
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{
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if ((*i) == renderObject)
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{
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i = renderObjects.erase(i);
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}
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else
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{
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i ++;
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}
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}
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}
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// assume this only happens on render state end
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void StateData::eraseRenderObjects()
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{
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// why clear garbage here?
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//core->clearGarbage();
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for (size_t i = 0; i < renderObjects.size(); i++)
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{
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RenderObject *r = renderObjects[i];
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if (r && !r->isDead())
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{
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core->enqueueRenderObjectDeletion(renderObjects[i]);
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}
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}
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renderObjects.clear();
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}
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//========[ STATEMANAGER ]========//
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StateManager::StateManager()
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{
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stateManager = this;
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stateChangeFlag = false;
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enqueuedStateStage = -1;
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statesTopIndex = -1;
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}
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StateManager::~StateManager()
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{
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clearStateObjects();
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}
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StateData *StateManager::getState (const std::string &state)
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{
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for (int i = 0; i <= statesTopIndex; i++) {
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StateData *s = states[i];
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if (s->name == state)
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return s;
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}
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return 0;
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}
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void StateManager::removeState(std::string state)
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{
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getState(state)->eraseRenderObjects();
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}
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void StateManager::jumpState (const std::string &state)
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{
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if (canChangeState())
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{
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popAllStates();
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pushState(state);
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}
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}
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/*
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enqueueJumpState
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force will force the state change regardless of the result of canChangeState()
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staged = if true, the manager will pop all the states and allow the system to clear garbage before pushing the new state
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*/
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void StateManager::enqueueJumpState (const std::string &state, bool force, bool staged)
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{
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if (force || canChangeState())
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{
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enqueuedJumpState = state;
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if (staged)
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{
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enqueuedStateStage = 0;
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}
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else
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{
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enqueuedStateStage = -1;
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}
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}
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}
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bool StateManager::isStateJumpPending()
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{
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return !enqueuedJumpState.empty();
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}
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void StateManager::pushState(const std::string &s)
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{
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std::string state = s;
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stringToLower(state);
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if (canChangeState())
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{
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if (states_full())
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{
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debugLog("state stack overflow!!");
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return;
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}
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StateData *s = new StateData;
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s->name = state;
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states[++statesTopIndex] = s;
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applyState(state);
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if (stateObjects[state])
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{
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s->stateObject = stateObjects[state];
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stateObjects[state]->applyState();
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}
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stateChangeFlag = true;
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}
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}
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void StateManager::popAllStates()
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{
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while (!states_empty())
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popState();
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}
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void StateManager::popState()
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{
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if (canChangeState() && !states_empty())
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{
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if (stateObjects[(*(states_top())).name])
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stateObjects[(*(states_top())).name]->removeState();
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//states_top()->eraseRenderObjects();
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std::string n = (*(states_top())).name;
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removeState(n);
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delete states_top();
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if (core->getNestedMains()==1)
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core->clearGarbage();
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statesTopIndex--;
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stateChangeFlag = true;
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}
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}
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std::string StateManager::getNameFromDerivedClassTypeName(const std::string &typeidName)
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{
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return "";
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}
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void StateManager::registerStateObject(StateObject *stateObject, const std::string &name)
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{
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stateObject->name = name;
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stringToLower(stateObject->name);
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if (stateObject->name.empty())
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{
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exit_error("StateManager::registerStateObject - Empty name.");
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}
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if (!stateObjects[stateObject->name])
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stateObjects[stateObject->name] = stateObject;
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}
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StateObject *StateManager::addStateInstance(StateObject *s)
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{
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stateInstances.push_back(s);
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return s;
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}
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void StateManager::clearStateInstances()
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{
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for (size_t i = 0; i < stateInstances.size(); i++)
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{
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StateObject *obj = stateInstances[i];
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delete obj;
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}
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stateInstances.clear();
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}
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void StateManager::clearStateObjects()
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{
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stateObjects.clear();
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}
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void StateManager::onUpdate(float dt)
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{
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for (int i = 0; i <= statesTopIndex; i++)
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{
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StateObject *obj = stateObjects[states[i]->name];
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if (obj)
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obj->update(dt);
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}
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if (canChangeState() && !enqueuedJumpState.empty())
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{
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if (enqueuedStateStage == 0)
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{
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enqueuedStateStage = -1;
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popAllStates();
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}
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else if (enqueuedStateStage == -1)
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{
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std::string copy = enqueuedJumpState;
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enqueuedJumpState = "";
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jumpState(copy);
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}
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}
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}
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StateData *StateManager::getTopStateData()
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{
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if (!states_empty())
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return states_top();
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else
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return 0;
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}
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StateObject *StateManager::getTopStateObject()
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{
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StateData *s = getTopStateData();
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if (s)
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{
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return s->stateObject;
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}
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else
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return 0;
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}
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