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Aquaria/BBGE/StateManager.h

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3.4 KiB
C++

/*
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 <map>
#include "ActionMapper.h"
#include "Event.h"
class StateManager;
class RenderObject;
class StateObject;
class StateData
{
public:
StateData();
~StateData();
std::vector <RenderObject*> renderObjects;
std::vector <EventPtr> events;
std::vector <RenderObject*> 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<StateObject*> 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<std::string, StateObject*> StateObjectMap;
StateObjectMap stateObjects;
private:
void jumpState (const std::string &state); // call enqueueJumpState
};
extern StateManager *stateManager;
#endif