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Aquaria/BBGE/StateManager.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

132 lines
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 __state_data__
#define __state_data__
#include "Base.h"
#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, int 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, int layer=0);
void removeRenderObject(RenderObject *renderObject);
std::string name;
virtual void action(int actionID, int state, int source) {}
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